What sad person or persons flagged the post above?
Anyway @WANMAN now you mention there’s a road and car my advice would be different than previously given. It’s really difficult to give accurate answers if certain big details are left out. If you ask other questions in the future, please do as I’m happy to help, think about posting a style frame or sketch of what you are trying to achieve.
Even knowing there’s a road and car I don’t know if you want the road to follow the landscape or the road to be flat and cut through the hills. There’s so many ways to approach this shot but without knowing exactly the look you’re going for it’s just a best guess.
I still think a moving displacement map for the landscape with finer displacement map for sub polygon displacement. I would ray cast a spline onto the landscape and from this spline extrude out road geometry. It’s cheap to delete curve points that miss the landscape at the beginning of the setup than boole away heaps of unnecessary geo at the end. I would use the road geometry proximity to pass an attribute or create a mask that can be used in your landscape shader to limit the sub poly displacement of the landscape under the road.
edit. You don’t even need to ray cast the spline, doh, you can just displace it with the landscape displacement, as I said there’s several ways to skin this cat.
If the landscape displacement texture and spline move together job’s a good 'un. There may be some jitter with low res landscape and low res spline so a reasonable landscape and spline subdivision might be necessary but would provided better performance than c4d’s boole.
With the above method you’re only creating the geometry you intend to render which should make the scene much more manageable than creating a huge landscape then booling most of it away.
I’m confident Scene Nodes has all the tools you need to pull this off. I seem to remember a spline projection plugin (free) being available from somewhere in the dim and distant past.
edit.
As an FYI I rigged my idea together in Blender with a procedurally generated landscape and a road raycast onto it and it ran in real time no jitters at all.