# TerrainHLOD TerrainHLOD takes a Terrain as input and converts it to a HLOD Mesh. ## Common ![](.//media/image7.png) **Source**: Set the source TerrainData to generate the HLOD. **Destroy terrain**: The original terrain will be deleted on build when you check this. It is deleted only the Terrain when using same TerrainData on same scene. **Chunk Size**: Sets the size of the terminal node in HLOD. Nodes are split into quadtrees until they are smaller than this value at full size. **Border Vertex Count**: For each side of a terminal node terrain patch, we allocate this number of regularly spaced vertices. As we combine terrain patch for lower LOD levels, although we can simplify and reduce vertex count for inner vertices, we must preserve vertices at the edge to avoid seams. So for example if we have 3 LOD levels and Border Vertex Count is 256, terminal node have 256 ## Simplifier See section [Simplifier](Simplifier.md). ## Material Set up the material to be used for the baked TerrainHLODMesh. Note that we bake the Splat System into single textures for our TerrainHLODMesh material. ![](.//media/image19.png) **Material:** Specifies the Material to be used for the TerrainHLODMesh. **Size:** Specifies the size at which the texture will be baked. **Texture properties:** We'll bake 3 textures for the material: Albedo, Normal, and Mask. Mask texture's R and G channel contains roughness and specular parameter. This property decides which material property these textures are set to. ## Streaming See section [Streaming](Streaming.md).