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Simulations

Nodes that run an algorithm as many times as the user sets.


Hydraulic Erosion

Simulates the effects of rain on terrain.

Processing time is not affected by the terrain's Density Level like other nodes. Mainly the Number of Droplets, and Max Droplet Lifetime increases/decreases speed of processing.

Seed

Randomize the location of all the rain drops. Is NOT stable/consistent.

Number of Droplets

Number of raindrops to simulate. Higher values increase processing time

Erosion Speed

Affects how much sediment to erode (remove) from terrain

Max Droplet Lifetime

The maximum amount of time (iterations) the droplet has to complete its travel throughout the terrain. Higher values allow for more droplets to complete their paths, though the default value typically is enough. Higher values increase processing time

Advanced

Inertia

The amount of inertia each drop starts with. Smaller values result in deeper grooves

Sediment Capacity Factor

Maximum amount of sediment each droplet can carry at a given time. Higher the faster the droplet is going. When capacity is met, droplet deposits sediment (adds a bit to the terrain)

Minimum Sediment Capacity

Amount of sediment the droplet will always carry

Deposit Speed

Affects how much sediment to deposit (add) to terrain

Evaporation Speed

Affects the lifetime of the droplet. Higher values reduce lifetime quicker

Gravity

Affects the speed of the water droplet.

Initial Water Volume

Initial size of each droplet

Initial Speed

Initial speed of each droplet

Example

Node Layout

Node Layout

Base Geometry After Erosion

Understanding Erosion Settings

Node Setup

Node Setup

NBase Geometry before Erosion

Base Geometry before Erosion

Erosion Speed vs Number of Drops

Default Settings used unless otherwise stated

Default Setting Value
Number of Drops 100,000
Erosion Speed 0.3
Max Lifetime 60
Inertia 0.5
Sediment Capacity Factor 4
Minimum Sediment Capacity 0.01
Deposit Speed 0.3
Evaporation Speed 0.01
Gravity 4
Initial Water Volume 1
Initial Speed 1

Number of Drops

Erosion Speed 1,000 Drops 10,000 Drops 100,000 Drops 1,000,000 Drops
0.01
0.05
0.1
0.3
0.5

Lifetime

10 30 60 200 1000

Inertia

0.0 0.15 0.3 0.5 0.75 0.99

Sediment Capacity Factor

0 2 4 6 8

Minimum Sediment Capacity

0 0.01 0.02 0.03 0.05 0.1

Deposit Speed

0 0.01 0.1 0.3 0.6 1

Evaporation Speed

0 0.01 0.1 0.2 0.5 1

Gravity

0 2 4 6 10 100

Initial Water Volume

0 0.5 1 1.5 2

Initial Speed

0 0.5 1 1.5 2

Placement of Math Nodes

Shrinking the height of your plane often makes eroded meshes look more realistic. Here are examples of the differences when you place your multiply node (or other shortening node) before and after the erosion node:

Multiply Before Multiply After
Multiply Node before Erosion Node Layout Multiply Node after Erosion Node Layout
Multiply Node before Erosion: angled Multiply Node after Erosion: angled
Multiply Node before Erosion: top Multiply Node after Erosion: top

Smooth

Average surrounding values for each Value once per Iteration

Iterations

The amount of times to go through and average the heights

Example

Node Layout

Node Layout

Base Geometry Smoothed Edge: 200 Smoothed Grid: 200

High Pass Filter

Grabbing just the details. You then can add the result to other geometry to add details you wouldn’t normally have

Node Layout

Node Layout

Smooth 200 Smooth 20 Smooth 2

Thermal Erosion

Simulates erosion of ice-bearing permafrost by the thermal action of moving water. Basically, this node goes through the surrounding vertices of each vertex and moves sediment from the current vertex to the lowest vertex.

Thermal Erosion’s speed is dependent on the resolution of the plane and the number of iterations.

Iterations

Number of times to go through all vertices

Erode Amount

Amount to move from the current vertex to the lowest

Example

Node Layout

Node Layout

Base Geometry Eroded Geometry
Base Geometry uneroded After erosion

Understanding Erosion Settings

Node Layout

Node Layout

Geometry before Erosion

Geometry before Erosion

Iterations

10 50 100 500

Erode Amount

0.01 0.025 0.05 0.1 0.2