Gaea Documentation

Gaea Documentation

Node Reference


Erosion

Simulate › Erosion
Shortcode ce
Erosion is the cornerstone of all terrains. It simulates hydraulic erosion and turns any shape into a realistic-looking terrain.

Erosion is the cornerstone of all terrains. It simulates hydraulic erosion on the terrain to turn any shape into a realistic looking terrain.

It provides sophisticated erosion with a very easy to use interface. The Erosion node provides control over the scale, where you can choose the size of the largest erosion feature, as well as the overall scale of the terrain.

The Erosion node's algorithm addresses one of the biggest problems in digital erosion: it preserves features across different resolutions. This means that a 512 x 512 preview build will maintain essential parity for all major erosion features with a high resolution 4K or 8K build. You no longer need to guess the output type.

The algorithm also creates exquisite flows with naturalistic curves, never before been seen in digital erosion.

Using Erosion

Strength and Rock Softness

Both Strength and Rock Softness parameters affect the aggressiveness of erosion, and effect from increasing of one can be similar to the effect of increasing other, but there is still the difference, derived from the definition of these parameters.

Lesser strength means dissolved soil will be dropped earlier because of lower water transport capacity, and lesser softness means that the rock will be eroded slower but dissolved sediment will be dropped farther. This results in different distribution of deposits, gullies, and shapes of erosion features.

Low Strength with very high Rock Softness retains the general shape. Fewer cracks or fluvial grooves are created, while some soft sediment is accumulated on slopes.

High Strength with very low Rock Softness creates a heavily eroded terrain with plenty of soft sediment.

Downcutting

Downcutting effectively transports sediment far away from its origin. If shorter transport distance is desired, for example, for faster alternating between erosion/deposition, set this parameter to 0.0, or set Inhibition to higher values.

High downcutting with medium Inhibition creates lots of deep fluvial grooves, as well as excess sediments that flow downslope.

High downcutting with very little or no Inhibition will create the same deep fluvial grooves, but no excess sediments.

Scale and Feature Size

The size of the "features" created during the erosion process - namely the width of largest valleys and ridges between them - is controlled by the Feature Scale option is where you can achieve artistic control over the erosion process.

Default Feature Size of 2000 (meters).

Reduced Feature Size of 50 (meters).

The Real Scale option automatically controls the general scale (the extents of the terrain and the vertical scale), using the scale set in the Terrain Definition. Although it can be turned off to manually change the 'physics' of the erosion system, although it is not recommended for most scenarios.

When using Parallel Processing, the erosion algorithm can become non-deterministic. This means while most of the major flows will appear in the same location, smaller features may appear somewhat different every time the node is processed. To ensure fully deterministic processing, disable Parallel Processing. This will sacrifice processing speed to ensure your results are consistent.

Sediment Removal

The new Sediment Removal feature lets you remove sediment deposits generated by the erosion process. By default, the property applies uniformly across the entire terrain, but it can be driven by a heightfield or mask.

Selective Processing

Selective Processing is one of the most powerful tools available in the Erosion process. You can provide a bias mask to drive aspects of the erosion process, namely Rock Softness, Erosion Strength, and Precipitation Amount.

It may sound like simple masking, however there is a significant difference between masking the Erosion node and using Selective Processing. With masking the effect is tightly contained within the provided mask using a compositing method (the same as using Combine at 100% Blend while providing a mask). While with Selective Processing, the mask provided will apply a modifier to that area, however processing will still occur outside the bias mask.

Processing Mask

You can use two forms of masking for the Selective Processing: the built-in masks called Bias Types, or a custom mask provided via the Area input. Custom masks can be any heightfield.

The built-in bias masks are Slope and Altitude. They are mainly provided for convenience so you can quickly apply Selective Processing and be able to use it frequently without creating several nodes. Both aspects go from 0 to maximum in a normalized scale. This means 0% is the bottom, while 100% the top. For example, if you want to mask the last 10% of a mountain peak, you would use 90% for the Altitude bias. You can invert the mask by enabling Reverse.

The bias mask modulates, or drives, the value of the parameter across the terrain region. For example, if you provide a Rock Softness mask while your Rock Softness parameter is set to 35%, it will map the black or 0 part to 0% while the white will map to 35%. Similarly, Erosion Strength maps to the Strength slider, and Precipitation Amount maps to the Duration slider.

Data Output

The Erosion and Wizard nodes create three key data outputs:

Data Description
Wear The portions where erosion removes sediments.
Deposits The resting position of those sediments.
Flow The path of the sediments from their original location to the final resting position.

These maps can be used for texturing, or for driving other nodes.

Like other data maps, the output may not be readily visible to the human eye. You can use Fx to autolevel or equalize the output. You can also use Abs to create a solid mask.

In digital terrains, inexperienced artists will often try to use the Flow output too prominently for texturing. While this may work in some situations, it tends to create unrealistic textures and can make your terrain look fake and "CG". See the Misconceptions section below.

Determinstic Output

It is worth noting that due to the nature of the algorithm and parallel processing, the erosion flow may differ slightly each time. To ensure 100% exact results every time, you can turn on the Deterministic option in the Erosion node. This will force Gaea to use a single processor core which will result in slower processing, but will ensure your results are completely predictable.

This may not always be necessary. There are also workarounds. For example, if you wish to control certain major flow lines, you can create a mask for the starting points of those flows and feed it to Selective Processing. This is usually best done in a second Erosion node, while the first one provides general erosion across the terrain.

Properties

ErosionDetermines the duration of the erosion simulation. Higher values increase the overall erosion effect, while lower values add subtle erosion details and preserve more of the original landscape.
DurationDetermines the duration of the erosion simulation. Higher values increase the overall erosion effect, while lower values add subtle erosion details and preserve more of the original landscape.
Rock SoftnessControls the softness of the rock material. Softer rocks erode more quickly, resulting in faster and more pronounced erosion.
StrengthSets the strength of fluvial erosion, controlling the sediment transport capacity. Higher values allow water to carry more dissolved minerals, increasing the rate and impact of erosion.
DowncuttingGroup containing parameters related to the vertical erosion process, where water cuts down into the terrain to form channels and valleys.
DowncuttingGroup containing parameters related to the vertical erosion process, where water cuts down into the terrain to form channels and valleys.
InhibitionAdds restraints to the downcutting process by slowing it down when undissolved sediments accumulate. This results in a mix of deep channels and alluvial fans, depending on local conditions.
Base LevelSets the lowest elevation that downcutting can reach before sediment is deposited. This helps fill large valleys and form valley floors, influenced by terrain slope, altitude, and stream velocity.
ScaleDetermines the lateral size of the largest erosion features, such as the width of major valleys and ridges, measured in meters.
Feature ScaleDetermines the lateral size of the largest erosion features, such as the width of major valleys and ridges, measured in meters.
Real ScaleAutomatically determines the scale from the Terrain Definition, ensuring erosion features are sized appropriately for the terrain.
Terrain ScaleSets the simulated scale of the entire terrain width. Available when Rivers is enabled, this parameter helps match erosion to real-world dimensions.
VerticalitySets the simulated height of the entire terrain. Available when Rivers is enabled, this parameter controls the vertical exaggeration of erosion features.
FlowControls the amount and behavior of debris generated and transported during the erosion process.
DebrisControls the amount and behavior of debris generated and transported during the erosion process.
VolumeAlters erosion physics to treat water flows as volumetric, resulting in higher water levels, wider channels, and more extensive sediment deposits. Useful for forming valley floors without downcutting.
Sediment RemovalRemoves sediment produced during erosion. This can be modulated using the Sediment Removal mask input to control where sediment is retained or cleared.
Selective ProcessingSpecifies the effect applied when an Area input or Bias is defined. Determines which erosion property is selectively processed.
Area EffectSpecifies the effect applied when an Area input or Bias is defined. Determines which erosion property is selectively processed.
Erosion StrengthApplies selective processing to the erosion strength, allowing targeted control over erosion intensity. Rock SoftnessApplies selective processing to rock softness, enabling localized variation in erosion rates. Precipitation AmountApplies selective processing to precipitation amount, affecting how much water is available for erosion in specific areas. NoneNo selective processing is applied; erosion is uniform across the terrain.
Bias TypeSpecifies the type of automatic bias to apply when an Area input is not provided. Determines how erosion is distributed based on terrain features.
AltitudeApplies bias based on elevation, allowing erosion to be stronger or weaker at different heights. SlopeApplies bias based on terrain slope, enabling more erosion on steeper or flatter areas.
BiasSets the strength of the bias. For Slope, this controls the steepness threshold; for Altitude, it sets the position from the bottom of the terrain.
ReverseReverses the direction of the bias, inverting which areas receive more or less erosion.
Other SettingsRandomization seed for the erosion process. Changing the seed produces different erosion patterns and channel arrangements.
SeedRandomization seed for the erosion process. Changing the seed produces different erosion patterns and channel arrangements.
Aggressive ModeEnables faster erosion processing at the risk of introducing soft artifacts in minor areas. Useful for quick previews or when speed is prioritized over detail.
DeterministicEnsures the erosion simulation produces the same result every time with the same input and seed, improving reproducibility.
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