Erosion
RustEdit ProThe nodes in the Erosion category of the Terrain Graph's Add Node menu. Round sockets carry maps and square sockets carry single values. See Graph editor.
Flow
Where rain water collects and runs: a flow map and a river mask.
Inputs
| Input | Kind | Default | Notes |
|---|---|---|---|
| Height | Map | ||
| Detail | Choice | Low | How finely the water is followed. Higher is slower. Options: Low, Medium, High. |
| Threshold | Number | 0.6 | Flow above this counts as a river. Slider from 0 to 1. |
| Softness | Number | 0.05 | How gradually the river mask fades in around the threshold. Slider from 0 to 0.5. |
Outputs
| Output | Kind |
|---|---|
| Flow | Map. How much water passes each point, from 0 (none) to 1 (a big river). |
| Rivers | Map. 1 where the flow is above Threshold. |
Hydraulic Erosion
Pipe-model water erosion (rivers, gullies).
Inputs
| Input | Kind | Default | Notes |
|---|---|---|---|
| In | Map, any width | The value this node works on. | |
| Iterations | Whole number | 120 | How many steps the water runs for. More steps carve deeper channels but take longer. Slider from 1 to 400. |
| Time Step | Number | 0.02 | How much happens in each step. Bigger values work faster but can give noisy results. 0 does nothing. Slider from 0 to 0.2. |
| Rain | Number | 0.012 | Water added to every pixel in each step. More rain carves more ground. Slider from 0 to 1. |
| Evaporation | Number | 0.015 | How fast the water dries up. Higher values leave less water to carve. Slider from 0 to 0.5. |
| Sediment Capacity | Number | 1 | How much soil running water can carry. Higher values carve deeper channels. Slider from 0 to 4. |
| Erode Rate | Number | 0.3 | How fast the water picks up ground when it can carry more soil. Slider from 0 to 1. |
| Deposit Rate | Number | 0.3 | How fast the water drops the soil that it cannot carry. Slider from 0 to 1. |
| Min Tilt | Number | 0.01 | The lowest slope the water acts on, so it still erodes flat ground. Higher values erode flat areas more. Slider from 0 to 0.1. |
| Gravity | Number | 9.81 | How strongly water is pulled downhill. Higher values make it flow faster. Slider from 1 to 20. |
| Mask Depth | Number | 2 | Metres of change that count as a full Eroded or Deposited mask. Slider from 0.1 to 50. |
Outputs
| Output | Kind |
|---|---|
| Out | Map, any width. The result this node produces. |
| Eroded | Map. 1 where erosion removed at least Mask Depth metres of ground. Good for rock splats. |
| Deposited | Map. 1 where erosion left at least Mask Depth metres of sediment. Good for gravel and dirt splats. |
Thermal Erosion
Slumps steep slopes toward a talus angle.
Inputs
| Input | Kind | Default | Notes |
|---|---|---|---|
| In | Map, any width | The value this node works on. | |
| Iterations | Whole number | 60 | How many times loose ground slides. More passes flatten slopes further but take longer. Slider from 1 to 400. |
| Talus | Number | 0.008 | The steepest slope that stays put, as the height step between neighboring pixels, 0 to 1 of the terrain height. Lower flattens more. Slider from 0 to 0.1. |
| Strength | Number | 0.5 | How much of the extra ground slides in each pass. 0 does nothing, 1 is the fastest. Slider from 0 to 1. |
| Mask Depth | Number | 2 | Metres of change that count as a full Eroded or Deposited mask. Slider from 0.1 to 50. |
Outputs
| Output | Kind |
|---|---|
| Out | Map, any width. The result this node produces. |
| Eroded | Map. 1 where erosion removed at least Mask Depth metres of ground. Good for rock splats. |
| Deposited | Map. 1 where erosion left at least Mask Depth metres of sediment. Good for gravel and dirt splats. |