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Heightfield Slump

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

Heightfield Slump moves material from every sample to its lower neighbors wherever the slope is steeper than the Repose Angle, preserving the total height. Repeated over Iterations, steep peaks and cliffs collapse into natural talus slopes.

Spread Rate sets how much excess material moves per iteration, and Debris Layer records where the material came to rest, ready for shading or scattering. The falloff acts as the erodability, so areas with a falloff of 0 behave as rock that does not move.

PAGESlump
Repose AngleReposeangleSlopes steeper than this angle (degrees) shed material downhill: about 30 to 40 for loose dirt, low values behave like sand.
IterationsIterationsHow many times material is moved per cook: more iterations let slopes settle further.
Spread RateSpreadrateThe part of the excess material moved per iteration. 1 is the fastest stable rate.
Debris LayerDebrislayerWhen set, writes the material that came to rest on each sample (world units) into this layer.
Do FalloffDofalloffWeight the effect on each point by the Falloff Attribute. The falloff is the erodability, 0 is rock that does not move.
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.
Border ValueBordervalueThe height read outside the height field when Border is Constant.
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