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Hydraulic Erosion

modifier.hydraulic_erosion · Geology · Mask-aware · Resolution-dependent

Water carving the terrain, simulated as rain droplets that cut rills and deposit sediment.

Purpose

Water carving the terrain, run as rain droplets that cut rills, drop sediment into fans, and fill hollows. Reach for it for weathered, water-worked slopes and the settled look that deposition gives raw ground.

Inputs

  • in
  • mask (optional)

Outputs

  • heightfield
  • wear
  • deposition
  • flow

Parameters

Parameter Type Range Default Unit Description Field-driven
Density (density) float [0, 16] 3 no
Inertia (inertia) float [0, 1] 0.05 no
Capacity (capacity) float [0.1, 16] 4 no
Erosion (erosion) float [0, 1] 0.3 no
Deposition (deposition) float [0, 1] 0.3 no
Evaporation (evaporation) float [0, 0.2] 0.02 no
Radius (radius) int [1, 8] 3 no

Layer contract

Honours a mask on its input, applying everywhere the mask is absent.

Emits wear, deposition, flow alongside the height layer.

Behaviour

Hydraulic erosion is an iterative simulation, so it is resolution-dependent: the preview is representative of the build, not identical. It taps wear, deposition, and flow as layers for downstream nodes, and reads a mask to hold the effect to the ground you choose.

See also