There are two ways to do this, one using a heightfield (easier to do, easier to work with, but potentially less broadly compatible and but loses overhangs, i.e. non-planar features), and one using the micro exporter to export geometry.
For a heightfield: If your final terrain is being influenced by procedurals and is not already a heightfield (which is what it sounds like), then you'll need to create a new Heightfield Generate node and feed the output of the *last shader in your terrain network* into the Shader input of the Heightfield Generate. Then set the size (in meters) *and position* of the heightfield and press Generate and you'll have a heightfield version of your terrain. Then just right-click the Heightfield Generate node in the network view and choose Save As, put either a TER or EXR extension, then Save.
For geometry: add a Micro Exporter in the Renderer node and set it up with a correct path and file type for output, then move your camera up directly above the area you want to export, set it to look 90 degrees straight down, set it to Orthographic mode and set the area covered in Meters. Then do a small, low detail test render (square aspect ratio). The micro exporter takes geometry directly from the render process, so you can end up with a lot of geometry if you use higher render resolutions and/or detail levels. Once the render finishes, you should have a geometry file with the name and type (FBX or OBJ) you specified in the micro exporter.
- Oshyan