Thermal Erosion¶
modifier.thermal_erosion · Geology · Mask-aware · Resolution-dependent
Relaxes slopes steeper than the talus angle toward repose.
Purpose¶
Settles steep, sharp terrain into weathered slopes by letting material shed downhill until it rests at a natural angle. Reach for it to turn raw noise or hard-edged shapes into ground that looks like it has stood for a while.
Inputs¶
inmask(optional)
Outputs¶
heightfieldweardebris
Parameters¶
| Parameter | Type | Range | Default | Unit | Description | Field-driven |
|---|---|---|---|---|---|---|
Talus (talus) |
float | [0, 90] | 35 | ° | no | |
Strength (strength) |
float | [0, 1] | 0.5 | no | ||
Iterations (iterations) |
int | [0, 1000] | 35 | no |
Layer contract¶
Honours a mask on its input, applying everywhere the mask is absent.
Emits wear, debris alongside the height layer.
Behaviour¶
Thermal erosion is an iterative simulation, so it is resolution-dependent: the same settings at preview and build resolutions give related but slightly different terrain, so treat the preview as representative. Talus sets the steepest slope that survives; gentler ground is left alone. With no mask the whole field settles; a mask confines the effect to the region you paint or select, and the protected ground keeps its original height.