Reproduces water’s flowing action on the terrain’s surface. Flows erode cliff formation, transport eroded stratum to another location and settle it as a sediment. Note that all of the flows, erosion and sediment calculations are iterative and very resource intensive, this makes the Erosion Generator the slowest generator of all the MapMagic generators. It usually takes about 3 seconds to generate erosion with the default parameters on a modern computer - compared to any other generator which are nearly realtime. But the result is usually worth it.
Heights - the heightmap to be processed by the generator.
Mask - multiplies the generator intensity by the mask map’s value. For the mask pixels that have a value of 0 the generator effect is invisible, for the pixels that have a value of 1 the intensity is unchanged.
Mask, using the example of Blur Generator:
| Source heightmap | Mask map | Masking result |
Heights - stores the generator’s changed heightmap result
Cliff - stores eroded depth information. The more soil that was eroded from the current pixel - the higher the map pixel value. This map is multiplied by Cliff Opacity value.
Sediment - stores the sediment depth information. The more sediment that was brought to the map’s pixel - the higher its value. This map is multiplied by Sediment Opacity value.
Iterations: number of passes the generator should perform. This parameter determines the performance directly. In most cases there is no need to set it more than 5-7 as further erosion becomes less noticeable.
Iterations: 1, 5, 15
Durability: determines how durable the input terrain is - i.e. how much it is affected by the flow erosion. Lower values will erode the land more with each iteration but the overall result will be less accurate and predictable, so it is recommended to set this value to 0.8 or higher. If value is set to 1 then the land will not be eroded at all. NOTE: since this parameter acts similarly to Erosion value it will be probably removed in future versions.
Durability: 0, 0.9, 0.98
Erosion: this factor multiplies the amount of stratum that will be raised by the flow to be transported to sediment.
Erosion: 0.5, 1, 2
Sediment: this factor multiplies the amount of stratum that will be settled out of the flow. A value 0 means that all of the eroded land will be disintegrated or carried away somewhere so that no sediment will be left at all, just eroded land will remain. A value 2 means that the stratum amount will be magically doubled before it settles. A realistic value should be slightly below 1, but fine results can be achieved within all of the 0-2 value range.
Sediment: 0, 1, 3
Fluidity iterations: the amount of passes used to calculate flow runs. A higher value means the farther sediment will travel from where the stratum was originally eroded. Together with the Iterations parameter it affects performance greatly.
Fluidity: 1, 5, 15
Ruffle: adds some randomness to the amount of stratum that is being eroded. This results in a more noisy cliff look and a bit lesser erosion depth.
Ruffle: 0, 0.5, 1
Safe Borders: masks terrain borders so that the generator effect on the borders is zero, and increases with distance from the border. This parameter sets the amount (in pixels) until the effect’s full strength. When set to 0 border masking is off. This parameter is essential for better terrain welding, so always enable it if this generator outputs to height.
Using the example of Blur Generator: Safe Borders: 0 (off), 20, 100
Note that turning Safe Borders off (setting it to 0) will result in seams between chunks.
Cliff and Sediment opacity: factors that multiply Cliff and Sediment outputs to make them more visible.
Note that the Sediment layer is applied after the Cliff one in Textures Output