示例#1
0
		private void GenerateTerrain(List<HEU_LoadBufferVolume> terrainBuffers)
		{
			Transform parent = this.gameObject.transform;

			// Directory to store generated terrain files.
			string outputTerrainpath = GetOutputCacheDirectory();
			outputTerrainpath = HEU_Platform.BuildPath(outputTerrainpath, "Terrain");

			int numVolumes = terrainBuffers.Count;
			for(int t = 0; t < numVolumes; ++t)
			{
				if (terrainBuffers[t]._heightMap != null)
				{
					GameObject newGameObject = new GameObject("heightfield_" + terrainBuffers[t]._tileIndex);
					Transform newTransform = newGameObject.transform;
					newTransform.parent = parent;

					HEU_GeneratedOutput generatedOutput = new HEU_GeneratedOutput();
					generatedOutput._outputData._gameObject = newGameObject;

					Terrain terrain = HEU_GeneralUtility.GetOrCreateComponent<Terrain>(newGameObject);
					TerrainCollider collider = HEU_GeneralUtility.GetOrCreateComponent<TerrainCollider>(newGameObject);

					if (!string.IsNullOrEmpty(terrainBuffers[t]._terrainDataPath))
					{
						// Load the source TerrainData, then make a unique copy of it in the cache folder

						TerrainData sourceTerrainData = HEU_AssetDatabase.LoadAssetAtPath(terrainBuffers[t]._terrainDataPath, typeof(TerrainData)) as TerrainData;
						if (sourceTerrainData == null)
						{
							Debug.LogWarningFormat("TerrainData, set via attribute, not found at: {0}", terrainBuffers[t]._terrainDataPath);
						}

						terrain.terrainData = HEU_AssetDatabase.CopyUniqueAndLoadAssetAtAnyPath(sourceTerrainData, outputTerrainpath, typeof(TerrainData)) as TerrainData;
						if (terrain.terrainData != null)
						{
							// Store path so that it can be deleted on clean up
							AddGeneratedOutputFilePath(HEU_AssetDatabase.GetAssetPath(terrain.terrainData));
						}
					}

					if (terrain.terrainData == null)
					{
						terrain.terrainData = new TerrainData();
					}
					TerrainData terrainData = terrain.terrainData;
					collider.terrainData = terrainData;

					HEU_TerrainUtility.SetTerrainMaterial(terrain, terrainBuffers[t]._specifiedTerrainMaterialName);

#if UNITY_2018_3_OR_NEWER
					terrain.allowAutoConnect = true;
					// This has to be set after setting material
					terrain.drawInstanced = true;
#endif

					int heightMapSize = terrainBuffers[t]._heightMapWidth;

					terrainData.heightmapResolution = heightMapSize;
					if (terrainData.heightmapResolution != heightMapSize)
					{
						Debug.LogErrorFormat("Unsupported terrain size: {0}", heightMapSize);
						continue;
					}

					// The terrainData.baseMapResolution is not set here, but rather left to whatever default Unity uses
					// The terrainData.alphamapResolution is set later when setting the alphamaps.

					// 32 is the default for resolutionPerPatch
					const int detailResolution = 1024;
					const int resolutionPerPatch = 32;
					terrainData.SetDetailResolution(detailResolution, resolutionPerPatch);

					terrainData.SetHeights(0, 0, terrainBuffers[t]._heightMap);

					// Note that Unity uses a default height range of 600 when a flat terrain is created.
					// Without a non-zero value for the height range, user isn't able to draw heights.
					// Therefore, set 600 as the value if height range is currently 0 (due to flat heightfield).
					float heightRange = terrainBuffers[t]._heightRange;
					if (heightRange == 0)
					{
						heightRange = 600;
					}

					terrainData.size = new Vector3(terrainBuffers[t]._terrainSizeX, heightRange, terrainBuffers[t]._terrainSizeY);

					terrain.Flush();

					// Set position
					HAPI_Transform hapiTransformVolume = new HAPI_Transform(true);
					hapiTransformVolume.position[0] += terrainBuffers[t]._position[0];
					hapiTransformVolume.position[1] += terrainBuffers[t]._position[1];
					hapiTransformVolume.position[2] += terrainBuffers[t]._position[2];
					HEU_HAPIUtility.ApplyLocalTransfromFromHoudiniToUnity(ref hapiTransformVolume, newTransform);

					// Set layers
					Texture2D defaultTexture = HEU_VolumeCache.LoadDefaultSplatTexture();
					int numLayers = terrainBuffers[t]._splatLayers.Count;

#if UNITY_2018_3_OR_NEWER

					// Create TerrainLayer for each heightfield layer.
					// Note that height and mask layers are ignored (i.e. not created as TerrainLayers).
					// Since height layer is first, only process layers from 2nd index onwards.
					if (numLayers > 1)
					{
						// Keep existing TerrainLayers, and either update or append to them
						TerrainLayer[] existingTerrainLayers = terrainData.terrainLayers;

						// Total layers are existing layers + new alpha maps
						List<TerrainLayer> finalTerrainLayers = new List<TerrainLayer>(existingTerrainLayers);

						for (int m = 1; m < numLayers; ++m)
						{
							TerrainLayer terrainlayer = null;

							int terrainLayerIndex = -1;

							bool bSetTerrainLayerProperties = true;

							HEU_LoadBufferVolumeLayer layer = terrainBuffers[t]._splatLayers[m];

							// Look up TerrainLayer file via attribute if user has set it
							if (!string.IsNullOrEmpty(layer._layerPath))
							{
								terrainlayer = HEU_AssetDatabase.LoadAssetAtPath(layer._layerPath, typeof(TerrainLayer)) as TerrainLayer;
								if (terrainlayer == null)
								{
									Debug.LogWarningFormat("TerrainLayer, set via attribute, not found at: {0}", layer._layerPath);
									continue;
								}
								else
								{
									// Always check if its part of existing list so as not to add it again
									terrainLayerIndex = HEU_TerrainUtility.GetTerrainLayerIndex(terrainlayer, existingTerrainLayers);
								}
							}

							if (terrainlayer == null)
							{
								terrainlayer = new TerrainLayer();
								terrainLayerIndex = finalTerrainLayers.Count;
								finalTerrainLayers.Add(terrainlayer);
							}
							else
							{
								// For existing TerrainLayer, make a copy of it if it has custom layer attributes
								// because we don't want to change the original TerrainLayer.
								if (layer._hasLayerAttributes && terrainLayerIndex >= 0)
								{
									// Copy the TerrainLayer file
									TerrainLayer prevTerrainLayer = terrainlayer;
									terrainlayer = HEU_AssetDatabase.CopyAndLoadAssetAtAnyPath(terrainlayer, outputTerrainpath, typeof(TerrainLayer), true) as TerrainLayer;
									if (terrainlayer != null)
									{
										// Update the TerrainLayer reference in the list with this copy
										finalTerrainLayers[terrainLayerIndex] = terrainlayer;

										// Store path for clean up later
										AddGeneratedOutputFilePath(HEU_AssetDatabase.GetAssetPath(terrainlayer));
									}
									else
									{
										Debug.LogErrorFormat("Unable to copy TerrainLayer '{0}' for generating Terrain. "
											+ "Using original TerrainLayer. Will not be able to set any TerrainLayer properties.", layer._layerName);
										terrainlayer = prevTerrainLayer;
										bSetTerrainLayerProperties = false;
										// Again, continuing on to keep proper indexing.
									}
								}
							}

							if (bSetTerrainLayerProperties)
							{
								if (!string.IsNullOrEmpty(layer._diffuseTexturePath))
								{
									terrainlayer.diffuseTexture = HEU_MaterialFactory.LoadTexture(layer._diffuseTexturePath);
								}
								if (terrainlayer.diffuseTexture == null)
								{
									terrainlayer.diffuseTexture = defaultTexture;
								}

								terrainlayer.diffuseRemapMin = Vector4.zero;
								terrainlayer.diffuseRemapMax = Vector4.one;

								if (!string.IsNullOrEmpty(layer._maskTexturePath))
								{
									terrainlayer.maskMapTexture = HEU_MaterialFactory.LoadTexture(layer._maskTexturePath);
								}

								terrainlayer.maskMapRemapMin = Vector4.zero;
								terrainlayer.maskMapRemapMax = Vector4.one;

								terrainlayer.metallic = layer._metallic;

								if (!string.IsNullOrEmpty(layer._normalTexturePath))
								{
									terrainlayer.normalMapTexture = HEU_MaterialFactory.LoadTexture(layer._normalTexturePath);
								}

								terrainlayer.normalScale = layer._normalScale;

								terrainlayer.smoothness = layer._smoothness;
								terrainlayer.specular = layer._specularColor;
								terrainlayer.tileOffset = layer._tileOffset;

								if (layer._tileSize.magnitude == 0f && terrainlayer.diffuseTexture != null)
								{
									// Use texture size if tile size is 0
									layer._tileSize = new Vector2(terrainlayer.diffuseTexture.width, terrainlayer.diffuseTexture.height);
								}
								terrainlayer.tileSize = layer._tileSize;
							}
						}
						terrainData.terrainLayers = finalTerrainLayers.ToArray();
					}

#else
					// Need to create SplatPrototype for each layer in heightfield, representing the textures.
					SplatPrototype[] splatPrototypes = new SplatPrototype[numLayers];
					for (int m = 0; m < numLayers; ++m)
					{
						splatPrototypes[m] = new SplatPrototype();

						HEU_LoadBufferVolumeLayer layer = terrainBuffers[t]._splatLayers[m];

						Texture2D diffuseTexture = null;
						if (!string.IsNullOrEmpty(layer._diffuseTexturePath))
						{
							diffuseTexture = HEU_MaterialFactory.LoadTexture(layer._diffuseTexturePath);
						}
						if (diffuseTexture == null)
						{
							diffuseTexture = defaultTexture;
						}
						splatPrototypes[m].texture = diffuseTexture;

						splatPrototypes[m].tileOffset = layer._tileOffset;
						if (layer._tileSize.magnitude == 0f && diffuseTexture != null)
						{
							// Use texture size if tile size is 0
							layer._tileSize = new Vector2(diffuseTexture.width, diffuseTexture.height);
						}
						splatPrototypes[m].tileSize = layer._tileSize;

						splatPrototypes[m].metallic = layer._metallic;
						splatPrototypes[m].smoothness = layer._smoothness;

						if (!string.IsNullOrEmpty(layer._normalTexturePath))
						{
							splatPrototypes[m].normalMap = HEU_MaterialFactory.LoadTexture(layer._normalTexturePath);
						}
					}
					terrainData.splatPrototypes = splatPrototypes;
#endif

					// Set the splatmaps
					if (terrainBuffers[t]._splatMaps != null)
					{
						// Set the alphamap size before setting the alphamaps to get correct scaling
						// The alphamap size comes from the first alphamap layer
						int alphamapResolution = terrainBuffers[t]._heightMapWidth;
						if (numLayers > 1)
						{
							alphamapResolution = terrainBuffers[t]._splatLayers[1]._heightMapWidth;
						}
						terrainData.alphamapResolution = alphamapResolution;

						terrainData.SetAlphamaps(0, 0, terrainBuffers[t]._splatMaps);
					}

					// Set the tree scattering
					if (terrainBuffers[t]._scatterTrees != null)
					{
						HEU_TerrainUtility.ApplyScatterTrees(terrainData, terrainBuffers[t]._scatterTrees);
					}

					// Set the detail layers
					if (terrainBuffers[t]._detailPrototypes != null)
					{
						HEU_TerrainUtility.ApplyDetailLayers(terrain, terrainData, terrainBuffers[t]._detailProperties,
							terrainBuffers[t]._detailPrototypes, terrainBuffers[t]._detailMaps);
					}

					terrainBuffers[t]._generatedOutput = generatedOutput;
					_generatedOutputs.Add(generatedOutput);

					SetOutputVisiblity(terrainBuffers[t]);
				}
			}
		}
示例#2
0
	public void GenerateTerrainWithAlphamaps(HEU_SessionBase session, HEU_HoudiniAsset houdiniAsset, bool bRebuild)
	{
	    if (_layers == null || _layers.Count == 0)
	    {
		Debug.LogError("Unable to generate terrain due to lack of heightfield layers!");
		return;
	    }

	    HEU_VolumeLayer heightLayer = _layers[0];

	    HAPI_VolumeInfo heightVolumeInfo = new HAPI_VolumeInfo();
	    bool bResult = session.GetVolumeInfo(_ownerNode.GeoID, heightLayer._part.PartID, ref heightVolumeInfo);
	    if (!bResult)
	    {
		Debug.LogErrorFormat("Unable to get volume info for height layer: {0}!", heightLayer._layerName);
		return;
	    }

	    // Special handling of volume cache presets. It is applied here (if exists) because it might pertain to TerrainData that exists
	    // in the AssetDatabase. If we don't apply here but rather create a new one, the existing file will get overwritten.
	    // Applying the preset here for terrain ensures the TerrainData is reused.
	    // Get the volume preset for this part
	    HEU_VolumeCachePreset volumeCachePreset = houdiniAsset.GetVolumeCachePreset(_ownerNode.ObjectNode.ObjectName, _ownerNode.GeoName, TileIndex);
	    if (volumeCachePreset != null)
	    {
		ApplyPreset(volumeCachePreset);

		// Remove it so that it doesn't get applied when doing the recook step
		houdiniAsset.RemoveVolumeCachePreset(volumeCachePreset);
	    }

	    // The TerrainData and TerrainLayer files needs to be saved out if we create them. This creates the relative folder
	    // path from the Asset's cache folder: {assetCache}/{geo name}/Terrain/Tile{tileIndex}/...
	    string relativeFolderPath = HEU_Platform.BuildPath(_ownerNode.GeoName, HEU_Defines.HEU_FOLDER_TERRAIN, HEU_Defines.HEU_FOLDER_TILE + TileIndex);

	    if (bRebuild)
	    {
		// For full rebuild, re-create the TerrainData instead of using previous
		_terrainData = null;
	    }

	    //Debug.Log("Generating Terrain with AlphaMaps: " + (_terrainData != null ? _terrainData.name : "NONE"));
	    TerrainData terrainData = _terrainData;
	    Vector3 terrainOffsetPosition = Vector3.zero;

	    // Look up TerrainData export file path via attribute if user has set it
	    string userTerrainDataExportPath = HEU_GeneralUtility.GetAttributeStringValueSingle(session, _ownerNode.GeoID, heightLayer._part.PartID,
		    HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TERRAINDATA_EXPORT_FILE_ATTR, HAPI_AttributeOwner.HAPI_ATTROWNER_PRIM);

	    // Look up TerrainData file via attribute if user has set it
	    string terrainDataFile = HEU_GeneralUtility.GetAttributeStringValueSingle(session, _ownerNode.GeoID, heightLayer._part.PartID,
		    HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TERRAINDATA_FILE_ATTR, HAPI_AttributeOwner.HAPI_ATTROWNER_PRIM);
	    if (!string.IsNullOrEmpty(terrainDataFile))
	    {
		TerrainData loadedTerrainData = HEU_AssetDatabase.LoadAssetAtPath(terrainDataFile, typeof(TerrainData)) as TerrainData;
		if (loadedTerrainData == null)
		{
		    Debug.LogWarningFormat("TerrainData, set via attribute, not found at: {0}", terrainDataFile);
		}
		else
		{
		    // In the case that the specified TerrainData belongs to another Terrain (i.e. input Terrain), make a copy of it.
		    if (!string.IsNullOrEmpty(userTerrainDataExportPath))
		    {
			// Save it to explicit path specified by user
			terrainData = HEU_AssetDatabase.CopyAndLoadAssetAtGivenPath(loadedTerrainData, userTerrainDataExportPath, typeof(TerrainData)) as TerrainData;
		    }
		    else
		    {
			// Save it into cache
			// Note that this overwrites existing TerrainData in our cache because the workflow is 
			// such that attributes will always override local setting.
			string bakedTerrainPath = HEU_Platform.BuildPath(houdiniAsset.GetValidAssetCacheFolderPath(), relativeFolderPath);
			terrainData = HEU_AssetDatabase.CopyAndLoadAssetAtAnyPath(loadedTerrainData, bakedTerrainPath, typeof(TerrainData), true) as TerrainData;
			if (terrainData == null)
			{
			    Debug.LogErrorFormat("Unable to copy TerrainData from {0} for generating Terrain.", terrainDataFile);
			}
		    }
		}
	    }

	    Terrain terrain = null;

	    // Generate the terrain and terrain data from the height layer. This applies height values.
	    bResult = HEU_TerrainUtility.GenerateTerrainFromVolume(session, ref heightVolumeInfo, heightLayer._part.ParentGeoNode.GeoID,
		    heightLayer._part.PartID, heightLayer._part.OutputGameObject, ref terrainData, out terrainOffsetPosition,
		    ref terrain);
	    if (!bResult || terrainData == null)
	    {
		return;
	    }

	    if (_terrainData != terrainData)
	    {
		_terrainData = terrainData;
		heightLayer._part.SetTerrainData(terrainData, relativeFolderPath, userTerrainDataExportPath);
	    }

	    heightLayer._part.SetTerrainOffsetPosition(terrainOffsetPosition);

	    int terrainSize = terrainData.heightmapResolution;

	    // Now process TerrainLayers and alpha maps

	    // First, preprocess all layers to get heightfield arrays, converted to proper size
	    List<float[]> normalizedHeightfields = new List<float[]>();
	    // Corresponding list of HF volume layers to process as splatmaps
	    List<HEU_VolumeLayer> terrainLayersToProcess = new List<HEU_VolumeLayer>();

	    List<int[,]> convertedDetailMaps = new List<int[,]>();
	    List<HEU_DetailPrototype> detailPrototypes = new List<HEU_DetailPrototype>();

	    int numLayers = _layers.Count;
	    float minHeight = 0;
	    float maxHeight = 0;
	    float heightRange = 0;
	    // This skips the height layer, and processes all other layers.
	    // Note that mask shouldn't be part of _layers at this point.
	    // The layers are normalized and split into detail and terrain layers.
	    for (int i = 1; i < numLayers; ++i)
	    {
		if (_layers[i]._layerType == HFLayerType.DETAIL)
		{
		    if (_detailProperties == null)
		    {
			_detailProperties = new HEU_DetailProperties();
		    }

		    // Convert to detail map, and add to list to set later
		    int[,] normalizedDetail = HEU_TerrainUtility.GetDetailMapFromPart(
			    session, _ownerNode.GeoID, _layers[i]._part.PartID, out _detailProperties._detailResolution);
		    if (normalizedDetail != null && normalizedDetail.Length > 0)
		    {
			convertedDetailMaps.Add(normalizedDetail);
			detailPrototypes.Add(_layers[i]._detailPrototype);
		    }
		}
		else
		{
		    // Convert to normalized heightfield
		    float[] normalizedHF = HEU_TerrainUtility.GetNormalizedHeightmapFromPartWithMinMax(
			    session, _ownerNode.GeoID, _layers[i]._part.PartID, _layers[i]._xLength,
			    _layers[i]._yLength, ref minHeight, ref maxHeight, ref heightRange, false);
		    if (normalizedHF != null && normalizedHF.Length > 0)
		    {
			normalizedHeightfields.Add(normalizedHF);
			terrainLayersToProcess.Add(_layers[i]);
		    }
		}
	    }

	    int numTerrainLayersToProcess = terrainLayersToProcess.Count;

	    HAPI_NodeId geoID;
	    HAPI_PartId partID;

	    Texture2D defaultTexture = LoadDefaultSplatTexture();

#if UNITY_2018_3_OR_NEWER

	    // Create or update the terrain layers based on heightfield layers.

	    // Keep existing TerrainLayers, and either update or append to them
	    TerrainLayer[] existingTerrainLayers = terrainData.terrainLayers;

	    // Total layers are existing layers + new alpha maps
	    List<TerrainLayer> finalTerrainLayers = new List<TerrainLayer>(existingTerrainLayers);

	    // This holds the alpha map indices for each layer that will be added to the TerrainData.
	    // The alpha maps could be a mix of existing and new values, so need to know which to use
	    // Initially set to use existing alpha maps, then override later on if specified via HF layers
	    List<int> alphaMapIndices = new List<int>();
	    for (int a = 0; a < existingTerrainLayers.Length; ++a)
	    {
		// Negative indices for existing alpha map (offset by -1)
		alphaMapIndices.Add(-a - 1);
	    }

	    bool bNewTerrainLayer = false;
	    HEU_VolumeLayer layer = null;
	    TerrainLayer terrainLayer = null;
	    bool bSetTerrainLayerProperties = true;
	    for (int m = 0; m < numTerrainLayersToProcess; ++m)
	    {
		bNewTerrainLayer = false;
		bSetTerrainLayerProperties = true;

		layer = terrainLayersToProcess[m];

		geoID = _ownerNode.GeoID;
		partID = layer._part.PartID;

		terrainLayer = null;

		int terrainLayerIndex = -1;

		// The TerrainLayer attribute overrides existing TerrainLayer. So if its set, load and use it.
		string terrainLayerFile = HEU_GeneralUtility.GetAttributeStringValueSingle(session, geoID, partID,
				HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TERRAINLAYER_FILE_ATTR, HAPI_AttributeOwner.HAPI_ATTROWNER_PRIM);
		if (!string.IsNullOrEmpty(terrainLayerFile))
		{
		    terrainLayer = HEU_AssetDatabase.LoadAssetAtPath(terrainLayerFile, typeof(TerrainLayer)) as TerrainLayer;
		    if (terrainLayer == null)
		    {
			Debug.LogWarningFormat("TerrainLayer, set via attribute, not found at: {0}", terrainLayerFile);
			// Not earlying out or skipping this layer due to error because we want to keep proper indexing
			// by creating a new TerrainLayer.
		    }
		    else
		    {
			// TerrainLayer loaded from attribute. 
			// It could be an existing TerrainLayer that is already part of finalTerrainLayers 
			// or could be a new one which needs to be added.

			// If its a different TerrainLayer than existing, update the finalTerrainLayers, and index.
			if (layer._terrainLayer != null && layer._terrainLayer != terrainLayer)
			{
			    terrainLayerIndex = HEU_TerrainUtility.GetTerrainLayerIndex(layer._terrainLayer, existingTerrainLayers);
			    if (terrainLayerIndex >= 0)
			    {
				finalTerrainLayers[terrainLayerIndex] = terrainLayer;
			    }
			}

			if (terrainLayerIndex == -1)
			{
			    // Always check if its part of existing list so as not to add it again
			    terrainLayerIndex = HEU_TerrainUtility.GetTerrainLayerIndex(terrainLayer, existingTerrainLayers);
			}
		    }
		}

		// No terrain layer specified, so try using existing if we have it
		if (terrainLayer == null)
		{
		    terrainLayerIndex = HEU_TerrainUtility.GetTerrainLayerIndex(layer._terrainLayer, existingTerrainLayers);
		    if (terrainLayerIndex >= 0)
		    {
			// Note the terrainLayerIndex is same for finalTerrainLayers as existingTerrainLayers
			terrainLayer = existingTerrainLayers[terrainLayerIndex];
		    }
		}

		// Still not found, so just create a new one
		if (terrainLayer == null)
		{
		    terrainLayer = new TerrainLayer();
		    terrainLayer.name = layer._layerName;
		    //Debug.LogFormat("Created new TerrainLayer with name: {0} ", terrainLayer.name);
		    bNewTerrainLayer = true;
		}

		if (terrainLayerIndex == -1)
		{
		    // Adding to the finalTerrainLayers if this is indeed a newly created or loaded TerrainLayer
		    // (i.e. isn't already part of the TerrainLayers for this Terrain).
		    // Save this layer's index for later on if we make a copy.
		    terrainLayerIndex = finalTerrainLayers.Count;
		    finalTerrainLayers.Add(terrainLayer);

		    // Positive index for alpha map from heightfield (starting at 1)
		    alphaMapIndices.Add(m + 1);
		}
		else
		{
		    // Positive index for alpha map from heightfield (starting at 1)
		    alphaMapIndices[terrainLayerIndex] = m + 1;
		}

		// For existing TerrainLayer, make a copy of it if it has custom layer attributes
		// because we don't want to change the original TerrainLayer.
		if (!bNewTerrainLayer && layer._hasLayerAttributes)
		{
		    string bakedTerrainPath = houdiniAsset.GetValidAssetCacheFolderPath();
		    bakedTerrainPath = HEU_Platform.BuildPath(bakedTerrainPath, relativeFolderPath);
		    TerrainLayer prevTerrainLayer = terrainLayer;
		    terrainLayer = HEU_AssetDatabase.CopyAndLoadAssetAtAnyPath(terrainLayer, bakedTerrainPath, typeof(TerrainLayer), true) as TerrainLayer;
		    if (terrainLayer != null)
		    {
			// Update the TerrainLayer reference in the list with this copy
			finalTerrainLayers[terrainLayerIndex] = terrainLayer;
		    }
		    else
		    {
			Debug.LogErrorFormat("Unable to copy TerrainLayer '{0}' for generating Terrain. "
				+ "Using original TerrainLayer. Will not be able to set any TerrainLayer properties.", layer._layerName);
			terrainLayer = prevTerrainLayer;
			bSetTerrainLayerProperties = false;
			// Again, continuing on to keep proper indexing.
		    }
		}

		// Now override layer properties if they have been set via attributes
		if (bSetTerrainLayerProperties)
		{
		    LoadLayerPropertiesFromAttributes(session, geoID, partID, terrainLayer, bNewTerrainLayer, defaultTexture);
		}

		if (bNewTerrainLayer)
		{
		    // In order to retain the new TerrainLayer, it must be saved to the AssetDatabase.
		    Object savedObject = null;
		    string layerFileNameWithExt = terrainLayer.name;
		    if (!layerFileNameWithExt.EndsWith(HEU_Defines.HEU_EXT_TERRAINLAYER))
		    {
			layerFileNameWithExt += HEU_Defines.HEU_EXT_TERRAINLAYER;
		    }
		    houdiniAsset.AddToAssetDBCache(layerFileNameWithExt, terrainLayer, relativeFolderPath, ref savedObject);
		}

		// Store reference
		layer._terrainLayer = terrainLayer;
	    }

	    // Get existing alpha maps so we can reuse the values if needed
	    float[,,] existingAlphaMaps = terrainData.GetAlphamaps(0, 0, terrainData.alphamapWidth, terrainData.alphamapHeight);

	    terrainData.terrainLayers = finalTerrainLayers.ToArray();

	    int numTotalAlphaMaps = finalTerrainLayers.Count;

#else
			// Create or update the SplatPrototype based on heightfield layers.

			// Need to create or reuse SplatPrototype for each layer in heightfield, representing the textures.
			SplatPrototype[] existingSplats = terrainData.splatPrototypes;

			// A full rebuild clears out existing splats, but a regular cook keeps them.
			List<SplatPrototype> finalSplats = new List<SplatPrototype>(existingSplats);

			// This holds the alpha map indices for each layer that will be added to the TerrainData
			// The alpha maps could be a mix of existing and new values, so need to know which to use
			List<int> alphaMapIndices = new List<int>();

			// Initially set to use existing alpha maps, then override later on if specified via HF layers.
			for (int a = 0; a < existingSplats.Length; ++a)
			{
				// Negative indices for existing alpha map (offset by -1)
				alphaMapIndices.Add(-a - 1);
			}

			bool bNewSplat = false;
			HEU_VolumeLayer layer = null;
			SplatPrototype splatPrototype = null;

			for (int m = 0; m < numTerrainLayersToProcess; ++m)
			{
				bNewSplat = false;

				layer = terrainLayersToProcess[m];

				geoID = _ownerNode.GeoID;
				partID = layer._part.PartID;

				// Try to find existing SplatPrototype for reuse. But not for full rebuild.
				splatPrototype = null;
				if (layer._splatPrototypeIndex >= 0 && layer._splatPrototypeIndex < existingSplats.Length)
				{
					splatPrototype = existingSplats[layer._splatPrototypeIndex];

					// Positive index for alpha map from heightfield (starting at 1)
					alphaMapIndices[layer._splatPrototypeIndex] = m + 1;
				}

				if (splatPrototype == null)
				{
					splatPrototype = new SplatPrototype();
					layer._splatPrototypeIndex = finalSplats.Count;
					finalSplats.Add(splatPrototype);

					// Positive index for alpha map from heightfield (starting at 1)
					alphaMapIndices.Add(m + 1);
				}

				// Now override splat properties if they have been set via attributes
				LoadLayerPropertiesFromAttributes(session, geoID, partID, splatPrototype, bNewSplat, defaultTexture);
			}

			// On regular cook, get existing alpha maps so we can reuse the values if needed.
			float[,,] existingAlphaMaps = terrainData.GetAlphamaps(0, 0, terrainData.alphamapWidth, terrainData.alphamapHeight);

			terrainData.splatPrototypes = finalSplats.ToArray();

			int numTotalAlphaMaps = finalSplats.Count;
#endif

	    // Set alpha maps by combining with existing alpha maps, and appending new heightfields

	    float[,,] alphamap = null;
	    if (numTotalAlphaMaps > 0 && terrainLayersToProcess.Count > 0)
	    {
		// Convert the heightfields into alpha maps with layer strengths
		float[] strengths = new float[terrainLayersToProcess.Count];
		for (int m = 0; m < terrainLayersToProcess.Count; ++m)
		{
		    strengths[m] = terrainLayersToProcess[m]._strength;
		}

		alphamap = HEU_TerrainUtility.AppendConvertedHeightFieldToAlphaMap(
			terrainLayersToProcess[0]._xLength, terrainLayersToProcess[0]._yLength, existingAlphaMaps,
			normalizedHeightfields, strengths, alphaMapIndices);

		// Update the alphamap resolution to the actual size of the first 
		// heightfield layer used for the alphamaps.
		// Setting the size before setting the alphamas applies proper scaling.
		int alphamapResolution = terrainLayersToProcess[0]._xLength;
		terrainData.alphamapResolution = alphamapResolution;

		terrainData.SetAlphamaps(0, 0, alphamap);
	    }

	    // Scattering - trees and details
	    HEU_TerrainUtility.ApplyScatterTrees(terrainData, _scatterTrees);
	    HEU_TerrainUtility.ApplyDetailLayers(terrain, terrainData, _detailProperties, detailPrototypes, convertedDetailMaps);

	    // If the layers were writen out, this saves the asset DB. Otherwise user has to save it themselves.
	    // Not 100% sure this is needed, but without this the editor doesn't know the terrain asset has been updated
	    // and therefore doesn't import and show the terrain layer.
	    HEU_AssetDatabase.SaveAssetDatabase();
	}