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Heightfield Erode
fields/heightfield-erode·v1.5.1
IN:1 OUT:1
SUMMARY
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.
PARAMETERS
PAGEErode
| Simulate | Simulate | Off erodes the input for Iterations steps every cook. On continues the erosion frame after frame, carrying water, sediment and debris over. |
| Reset Simulation | Reset | Restarts the simulation from the input height field. |
| Freeze | Freeze | Holds the current result: no more erosion steps until it is turned off. |
| Iterations | Iterations | The erosion steps run every cook (every frame when simulating; turning Simulate on sets it to 1). More steps carve deeper channels. |
| Erodability | Erodability | How 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 Seed | Seed | Numerical value that initializes the randomization. Used when Rainfall Coverage is below 1. |
| Drain at Edges | Drainedges | Lets water and sediment flow out over the edges of the height field instead of pooling there. |
| Do Falloff | Dofalloff | Weight 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 Attribute | Falloffattr | The point attribute, 0 to 1, that weights the effect. |
| Invert Falloff | Invertfalloff | Uses one minus the falloff attribute. |
| Falloff Strength | Falloffstrength | Scales the effect of the falloff attribute. |
PAGEHydro
| Flow Force | Flowforce | The strength of the hydraulic erosion: how much sediment the flowing water can carry. 0 turns it off. |
| Rain Amount | Rain | The water added to a sample that gets rain, per step, in world units. |
| Rainfall Coverage | Rainfallcoverage | The part of the terrain that gets rain in each step, chosen at random. 1 rains everywhere. |
| Flow Rate | Flowrate | The part of the water level difference that flows to a lower neighbor per step. 0.25 is the stable maximum. |
| Slope Influence | Slopeinfluence | How 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 Capacity | Capacity | How much sediment fast water on a steep slope can carry. Higher values cut deeper. |
| Erosion Rate | Erosionrate | How quickly water under its capacity picks up material: loose debris first, then sediment, then bedrock. |
| Deposition Rate | Depositionrate | How quickly water over its capacity drops its sediment (into the Sediment layer). |
| Removal Rate | Removalrate | How quickly the carried sediment disappears instead of being deposited. Higher values leave fewer deposits and a rockier look. |
| Evaporation Rate | Evaporation | The part of the water that evaporates per step. Low values make lakes and long rivers. |
| Minimum Slope | Minslope | Keeps a little capacity on flat ground (as the sine of a slope), so flat water still carries sediment. |
| Max Erosion per Step | Maxerosion | The deepest cut and the highest deposit per step, in world units: prevents pits and spikes. |
PAGEThermal
| Weathering Force | Weathering | The strength of the thermal erosion: how fast slopes steeper than the Cut Angle crumble into debris. 0 turns it off. |
| Cut Angle | Cutangle | Slopes steeper than this angle (degrees) weather into loose debris. |
| Repose Angle | Reposeangle | The steepest angle (degrees) loose debris rests at: steeper debris slides down. |
| Bank Angle | Bankangle | The repose angle under water (degrees): the steepness of the river banks. |
PAGELayers
| Add Sediment to Height | Addsediment | Keeps the deposited sediment in the height. Off: the height is the terrain without the deposits. |
| Add Debris to Height | Adddebris | Keeps the loose debris of the thermal erosion in the height. Off: the height is the terrain without it. |
| Water Layer | Waterlayer | When set, writes the water depth (world units) into this layer. |
| Sediment Layer | Sedimentlayer | When set, writes the deposited sediment (world units) into this layer. |
| Debris Layer | Debrislayer | When set, writes the loose debris of the thermal erosion (world units) into this layer. |
| Flow Layer | Flowlayer | When set, writes the water discharge (the water running through each sample per step: the rivers) into this layer. |
| Flow Direction Layer | Flowdirlayer | When set, writes the direction of the water flow (a unit vector in world space) into this layer. |
PAGEVisualize
| Visualize | Visualize | Colors the height field (writes Color): the elevation through the Height Ramp, with every Layer below blended on top in its own color, in order. |
| [+]Height Ramp | Heightramp | The colors of the elevation, from the lowest to the highest point of the Elevation Range. |
| [+]Ramp Mode | Vismode | Clamped holds the end colors outside the range; Periodic repeats the Height Ramp (contour stripes). |
| Auto Elevation Range | Autorange | Follows the lowest and highest point of the height field every frame (measured on the GPU). |
| Elevation Minimum | Elevmin | The height shown with the first color of the Height Ramp. |
| Elevation Maximum | Elevmax | The height shown with the last color of the Height Ramp. |
| Layer | Vislayer | The number of layers blended in their own colors over the Height Ramp. |
| [+]Layer | Vislayer0layer | The layer shown in this color: Water, Sediment, Debris, Flow, Erodability, or Slope, the steepness of the ground in degrees where 90 is vertical. |
| [+]Color | Vislayer0color | The color blended in where the layer is high. |
| Opacity | Vislayer0opacity | How strongly the color covers what is below it where the layer reaches its Full Value. |
| Auto Range | Vislayer0auto | Takes the Full Value from the layer's highest value every frame. |
| Full Value | Vislayer0max | The layer value that shows the full color (with Auto Range off). |
| Threshold | Vislayer0start | The 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. |
| [+]Layer | Vislayer1layer | The layer shown in this color: Water, Sediment, Debris, Flow, Erodability, or Slope, the steepness of the ground in degrees where 90 is vertical. |
| [+]Color | Vislayer1color | The color blended in where the layer is high. |
| Opacity | Vislayer1opacity | How strongly the color covers what is below it where the layer reaches its Full Value. |
| Auto Range | Vislayer1auto | Takes the Full Value from the layer's highest value every frame. |
| Full Value | Vislayer1max | The layer value that shows the full color (with Auto Range off). |
| Threshold | Vislayer1start | The 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. |
| [+]Layer | Vislayer2layer | The layer shown in this color: Water, Sediment, Debris, Flow, Erodability, or Slope, the steepness of the ground in degrees where 90 is vertical. |
| [+]Color | Vislayer2color | The color blended in where the layer is high. |
| Opacity | Vislayer2opacity | How strongly the color covers what is below it where the layer reaches its Full Value. |
| Auto Range | Vislayer2auto | Takes the Full Value from the layer's highest value every frame. |
| Full Value | Vislayer2max | The layer value that shows the full color (with Auto Range off). |
| Threshold | Vislayer2start | The 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. |
| [+]Layer | Vislayer3layer | The layer shown in this color: Water, Sediment, Debris, Flow, Erodability, or Slope, the steepness of the ground in degrees where 90 is vertical. |
| [+]Color | Vislayer3color | The color blended in where the layer is high. |
| Opacity | Vislayer3opacity | How strongly the color covers what is below it where the layer reaches its Full Value. |
| Auto Range | Vislayer3auto | Takes the Full Value from the layer's highest value every frame. |
| Full Value | Vislayer3max | The layer value that shows the full color (with Auto Range off). |
| Threshold | Vislayer3start | The 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. |
| [+]Layer | Vislayer4layer | The layer shown in this color: Water, Sediment, Debris, Flow, Erodability, or Slope, the steepness of the ground in degrees where 90 is vertical. |
| [+]Color | Vislayer4color | The color blended in where the layer is high. |
| Opacity | Vislayer4opacity | How strongly the color covers what is below it where the layer reaches its Full Value. |
| Auto Range | Vislayer4auto | Takes the Full Value from the layer's highest value every frame. |
| Full Value | Vislayer4max | The layer value that shows the full color (with Auto Range off). |
| Threshold | Vislayer4start | The 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
| Bypass | Bypass | Pass through the first input to the output unchanged. |
| Free Extra GPU Memory | Freeextragpumem | Free memory that has accumulated when output memory has grown and shrunk. |
INPUTS
Input 0
POP - HeightfieldOUTPUTS
Output 0
POP - Heightfield
