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¶
inmask(optional)
Outputs¶
heightfieldweardepositionflow
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.