Houdini Erosion Mask Tested as Exclusion Layer for Unreal PCG River Placement

A developer exported erosion-based placement masks from Houdini for a 1,008 m synthetic valley and applied them in Unreal Engine 5.8.4's PCG framework. Of 3,844 candidate points, 134 fell within the authored river corridor, and both a channel-only mask and a channel-plus-flow mask reduced that count to zero. The flow rule removed three additional nearby candidates for the tested grid and threshold, which the author treated as a measurable contribution rather than a full water simulation. The test used a 512 by 512 HeightField, reordered data for PNG export, and verified results across repeated runs and an independent sampling check. Reported timings covered request-to-event latency in the editor only, not packaged runtime performance.
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