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Heightfield Erode

fields/heightfield-erode·v1.5.1
IN:1  OUT:1

Heightfield Erode runs hydraulic and thermal erosion on the Height layer. Rain falls on the terrain, flows downhill, picks up material where the flow is fast and steep and drops it as sediment where it slows down, while slopes steeper than the Cut Angle weather into loose debris that slides until it rests at the Repose Angle.

Run a fixed number of Iterations per cook, or turn on Simulate to continue the erosion frame after frame with Reset and Freeze. Erodability and the falloff mark rock that does not erode, the Water, Sediment, Debris, Flow and Flow Direction layers can be written out for shading or scattering, and Visualize colors the terrain by elevation with the layers blended on top.

PAGEErode
SimulateSimulateOff erodes the input for Iterations steps every cook. On continues the erosion frame after frame, carrying water, sediment and debris over.
Reset SimulationResetRestarts the simulation from the input height field.
FreezeFreezeHolds the current result: no more erosion steps until it is turned off.
IterationsIterationsThe erosion steps run every cook (every frame when simulating; turning Simulate on sets it to 1). More steps carve deeper channels.
ErodabilityErodabilityHow easily the terrain erodes, both hydraulic and thermal. The falloff scales it per sample: 0 is rock that does not erode and gets no rain.
Random SeedSeedNumerical value that initializes the randomization. Used when Rainfall Coverage is below 1.
Drain at EdgesDrainedgesLets water and sediment flow out over the edges of the height field instead of pooling there.
Do FalloffDofalloffWeight the effect on each point by the Falloff Attribute. The falloff scales the Erodability and the rain, 0 is rock that does not erode.
Falloff AttributeFalloffattrThe point attribute, 0 to 1, that weights the effect.
Invert FalloffInvertfalloffUses one minus the falloff attribute.
Falloff StrengthFalloffstrengthScales the effect of the falloff attribute.
PAGEHydro
Flow ForceFlowforceThe strength of the hydraulic erosion: how much sediment the flowing water can carry. 0 turns it off.
Rain AmountRainThe water added to a sample that gets rain, per step, in world units.
Rainfall CoverageRainfallcoverageThe part of the terrain that gets rain in each step, chosen at random. 1 rains everywhere.
Flow RateFlowrateThe part of the water level difference that flows to a lower neighbor per step. 0.25 is the stable maximum.
Slope InfluenceSlopeinfluenceHow closely the streams follow the slope of the terrain: higher values keep the water in the valleys, lower values let it spread over the water surface.
Sediment CapacityCapacityHow much sediment fast water on a steep slope can carry. Higher values cut deeper.
Erosion RateErosionrateHow quickly water under its capacity picks up material: loose debris first, then sediment, then bedrock.
Deposition RateDepositionrateHow quickly water over its capacity drops its sediment (into the Sediment layer).
Removal RateRemovalrateHow quickly the carried sediment disappears instead of being deposited. Higher values leave fewer deposits and a rockier look.
Evaporation RateEvaporationThe part of the water that evaporates per step. Low values make lakes and long rivers.
Minimum SlopeMinslopeKeeps a little capacity on flat ground (as the sine of a slope), so flat water still carries sediment.
Max Erosion per StepMaxerosionThe deepest cut and the highest deposit per step, in world units: prevents pits and spikes.
PAGEThermal
Weathering ForceWeatheringThe strength of the thermal erosion: how fast slopes steeper than the Cut Angle crumble into debris. 0 turns it off.
Cut AngleCutangleSlopes steeper than this angle (degrees) weather into loose debris.
Repose AngleReposeangleThe steepest angle (degrees) loose debris rests at: steeper debris slides down.
Bank AngleBankangleThe repose angle under water (degrees): the steepness of the river banks.
PAGELayers
Add Sediment to HeightAddsedimentKeeps the deposited sediment in the height. Off: the height is the terrain without the deposits.
Add Debris to HeightAdddebrisKeeps the loose debris of the thermal erosion in the height. Off: the height is the terrain without it.
Water LayerWaterlayerWhen set, writes the water depth (world units) into this layer.
Sediment LayerSedimentlayerWhen set, writes the deposited sediment (world units) into this layer.
Debris LayerDebrislayerWhen set, writes the loose debris of the thermal erosion (world units) into this layer.
Flow LayerFlowlayerWhen set, writes the water discharge (the water running through each sample per step: the rivers) into this layer.
Flow Direction LayerFlowdirlayerWhen set, writes the direction of the water flow (a unit vector in world space) into this layer.
PAGEVisualize
VisualizeVisualizeColors the height field (writes Color): the elevation through the Height Ramp, with every Layer below blended on top in its own color, in order.
Auto Elevation RangeAutorangeFollows the lowest and highest point of the height field every frame (measured on the GPU).
Elevation MinimumElevminThe height shown with the first color of the Height Ramp.
Elevation MaximumElevmaxThe height shown with the last color of the Height Ramp.
LayerVislayerThe number of layers blended in their own colors over the Height Ramp.
OpacityVislayer0opacityHow strongly the color covers what is below it where the layer reaches its Full Value.
Auto RangeVislayer0autoTakes the Full Value from the layer's highest value every frame.
Full ValueVislayer0maxThe layer value that shows the full color (with Auto Range off).
ThresholdVislayer0startThe part of the Full Value where the color starts to fade in. Raise it to show only the strong parts of a layer, such as deep water or the main rivers.
OpacityVislayer1opacityHow strongly the color covers what is below it where the layer reaches its Full Value.
Auto RangeVislayer1autoTakes the Full Value from the layer's highest value every frame.
Full ValueVislayer1maxThe layer value that shows the full color (with Auto Range off).
ThresholdVislayer1startThe part of the Full Value where the color starts to fade in. Raise it to show only the strong parts of a layer, such as deep water or the main rivers.
OpacityVislayer2opacityHow strongly the color covers what is below it where the layer reaches its Full Value.
Auto RangeVislayer2autoTakes the Full Value from the layer's highest value every frame.
Full ValueVislayer2maxThe layer value that shows the full color (with Auto Range off).
ThresholdVislayer2startThe part of the Full Value where the color starts to fade in. Raise it to show only the strong parts of a layer, such as deep water or the main rivers.
OpacityVislayer3opacityHow strongly the color covers what is below it where the layer reaches its Full Value.
Auto RangeVislayer3autoTakes the Full Value from the layer's highest value every frame.
Full ValueVislayer3maxThe layer value that shows the full color (with Auto Range off).
ThresholdVislayer3startThe part of the Full Value where the color starts to fade in. Raise it to show only the strong parts of a layer, such as deep water or the main rivers.
OpacityVislayer4opacityHow strongly the color covers what is below it where the layer reaches its Full Value.
Auto RangeVislayer4autoTakes the Full Value from the layer's highest value every frame.
Full ValueVislayer4maxThe layer value that shows the full color (with Auto Range off).
ThresholdVislayer4startThe part of the Full Value where the color starts to fade in. Raise it to show only the strong parts of a layer, such as deep water or the main rivers.
PAGECommon
BypassBypassPass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP - Heightfield
Output 0 POP - Heightfield