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HydraulicSaleve Node

Simulates hydraulic erosion using a stream power law on an adaptive triangulated mesh. The terrain is converted to a mesh, eroded through flow accumulation and slope-driven processes, then projected back to a heightmap. The main influencing parameters are 'Drainage Exponent' and 'Maximum Slope (Domain Center)', which drive most of the terrain shaping.

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Category

Erosion/Hydraulic

Inputs

Name Type Description
dx VirtualArray Displacement with respect to the domain size (x-direction).
dy VirtualArray Displacement with respect to the domain size (y-direction).
input VirtualArray No description
mask VirtualArray No description

Outputs

Name Type Description
output VirtualArray No description

Parameters

Name Type Description
Control Points Count Integer Number of vertices in the adaptive triangulated mesh. Higher => more details, slower computation.
Deposition Radius Float Spatial extent where sediment is redistributed. Larger => smoother, more diffused deposition.
Activate Bool Enables or disables the built-in drainage noise. If an external noise input is provided, it overrides this default noise.
Spatial Frequency Float Base spatial frequencies in the X and Y directions.
Amplitude Float Noise amplitude.
Type Enumeration Noise type.
Seed Random seed number Random seed number. The random seed is an offset to the randomized process. A different seed will produce a new result.
Smoothness Float Controls the resulting smoothness of the fractal layering process.
Drainage Noise Strength Float Adds spatial perturbation to flow directions. Breaks symmetry and produces more natural, irregular drainage patterns.
Enable Smoothing Bool No description
Sediment Deposition Strength Float Amount of material deposited during erosion. Higher => more filling of valleys and flatter basins.
Shape Preservation Strength Float No description
Interpolation Method Choice No description
Drainage Exponent Float Controls how strongly water flow (drainage area) influences erosion. Higher values => channels concentrate more => sharper river networks.
Max. Iterations Integer Hard cap on simulation steps.
Gain Float Mid-centered gain transformation applied to the elevation values. This is a non-linear recurve operator centered around the mid elevation (typically 0.5). Increasing the gain pushes values toward the minimum and maximum elevations, creating flatter low/high regions with a steeper transition around the midpoint.
Gamma Float Standard gamma correction applied to the elevation values. This is a monotonic power-law remapping that shifts emphasis toward low or high elevations, making the overall shape sharper or bulkier without changing its ordering.
Invert Output Bool Inverts the output values after processing, flipping low and high values across the midrange.
Mix Factor Float Mixing factor for blending input and output values. A value of 0 uses only the input, 1 uses only the output, and intermediate values perform a linear interpolation.
Mix Method Enumeration Method used to combine input and output values. Options include linear interpolation (default), min, max, smooth min, smooth max, add, and subtract.
Remap Range Value range Linearly remaps the output values to a specified target range (default is [0, 1]).
Saturation Range Value range Modifies the amplitude of elevations by first clamping them to a given interval and then scaling them so that the restricted interval matches the original input range. This enhances contrast in elevation variations while maintaining overall structure.
Smoothing Radius Float Defines the radius for post-processing smoothing, determining the size of the neighborhood used to average local values and reduce high-frequency detail. A radius of 0 disables smoothing.
Terrain Shape Preservation Bool Modulates erosion resistance based on height. Typically preserves peaks and reduces flattening.
Seed Random seed number Random seed number. The random seed is an offset to the randomized process. A different seed will produce a new result.
Maximum Slope (Domain Center) Float Upper bound on slope in central regions. Prevents unrealistic steep gradients.
Minimum Slope (Domain Border) Float Upper bound on slope constraint near boundaries. Helps stabilize edges and avoid artifacts.
Influence Exponent Float Shapes how flow intensity affects fine erosion. Higher => more concentrated erosion.
Fine Erosion Strength Float Controls small-scale channel carving (secondary erosion). Enhances details like rills and small streams.
Erosion Strength Float Blend factor between original terrain and eroded result. Low => subtle erosion, High => fully eroded terrain.
Convergence Tolerance Float Threshold for stopping iterations. Lower => more precise but slower convergence.
Uniform Slope Limiter Bool If enabled, uses a single slope limit everywhere. Otherwise, slope varies spatially (center vs borders).
Uplift Rate Float Constant terrain elevation increase per iteration. Competes with erosion => defines long-term mountain vs valley balance.

Example

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