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Erosion

RustEdit Pro

The 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

InputKindDefaultNotes
HeightMap
DetailChoiceLowHow finely the water is followed. Higher is slower. Options: Low, Medium, High.
ThresholdNumber0.6Flow above this counts as a river. Slider from 0 to 1.
SoftnessNumber0.05How gradually the river mask fades in around the threshold. Slider from 0 to 0.5.

Outputs

OutputKind
FlowMap. How much water passes each point, from 0 (none) to 1 (a big river).
RiversMap. 1 where the flow is above Threshold.

Hydraulic Erosion​

Pipe-model water erosion (rivers, gullies).

Inputs

InputKindDefaultNotes
InMap, any widthThe value this node works on.
IterationsWhole number120How many steps the water runs for. More steps carve deeper channels but take longer. Slider from 1 to 400.
Time StepNumber0.02How much happens in each step. Bigger values work faster but can give noisy results. 0 does nothing. Slider from 0 to 0.2.
RainNumber0.012Water added to every pixel in each step. More rain carves more ground. Slider from 0 to 1.
EvaporationNumber0.015How fast the water dries up. Higher values leave less water to carve. Slider from 0 to 0.5.
Sediment CapacityNumber1How much soil running water can carry. Higher values carve deeper channels. Slider from 0 to 4.
Erode RateNumber0.3How fast the water picks up ground when it can carry more soil. Slider from 0 to 1.
Deposit RateNumber0.3How fast the water drops the soil that it cannot carry. Slider from 0 to 1.
Min TiltNumber0.01The lowest slope the water acts on, so it still erodes flat ground. Higher values erode flat areas more. Slider from 0 to 0.1.
GravityNumber9.81How strongly water is pulled downhill. Higher values make it flow faster. Slider from 1 to 20.
Mask DepthNumber2Metres of change that count as a full Eroded or Deposited mask. Slider from 0.1 to 50.

Outputs

OutputKind
OutMap, any width. The result this node produces.
ErodedMap. 1 where erosion removed at least Mask Depth metres of ground. Good for rock splats.
DepositedMap. 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

InputKindDefaultNotes
InMap, any widthThe value this node works on.
IterationsWhole number60How many times loose ground slides. More passes flatten slopes further but take longer. Slider from 1 to 400.
TalusNumber0.008The 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.
StrengthNumber0.5How much of the extra ground slides in each pass. 0 does nothing, 1 is the fastest. Slider from 0 to 1.
Mask DepthNumber2Metres of change that count as a full Eroded or Deposited mask. Slider from 0.1 to 50.

Outputs

OutputKind
OutMap, any width. The result this node produces.
ErodedMap. 1 where erosion removed at least Mask Depth metres of ground. Good for rock splats.
DepositedMap. 1 where erosion left at least Mask Depth metres of sediment. Good for gravel and dirt splats.