Kovati Docs

Node reference

Every node in the TerrainForge catalog, with its ports and every parameter's default and range.

Documented in depthTerrainForge0.1.0Paid

This page is generated from the plugin's own node catalog, not written by hand. Each native node carries its catalog entry in its source file, and the editor's node library, the node inspector and the agent tool ListNodeTypes all read that same entry. The labels, descriptions, ports, defaults and ranges below are copied from it.

To regenerate after the catalog changes, from the root of the wiki repository:

node tools/export-terrainforge-nodes.mjs <path to the TerrainForge plugin folder>
node tools/gen-terrainforge-nodes.mjs

The first reads the source and writes data/terrainforge-nodes.json; the second writes this page from that file.

Every node runs natively. There is no node that needs another program or a service. Where a node has a GPU kernel and the Compute setting allows it, part of it runs on the graphics card; the result is checked against the CPU version. See GPU compute.

Reading the tables

  • Ports carry one of four kinds of data: elevation (a heightfield in metres), mask (0 to 1), colour (sRGB, for display) and RGB data (linear packed masks). They are not interchangeable: validation refuses a link between different kinds.
  • An input marked optional can stay unconnected. A required input must be connected before that branch can be previewed or built.
  • Distances and heights are in metres, areas in square metres, angles in degrees, unless the label says otherwise. Positions are metres from the map centre, X east and Y south.
  • "New nodes start at" marks a parameter whose default for a new node differs from the value an older saved graph keeps. Saved graphs are not changed by an update.
  • Runtime only marks the per-node compute choice (auto, cpu, gpu). It decides where the node runs, not what it computes.

Categories

CategoryNodesWhat is in it
Generate5Nodes with no terrain input: a starting heightfield from a file, noise, a ramp or a constant.
Landforms11Placed features in world metres: ranges, peaks, canyons, volcanoes, islands, dunes, plateaus, lava and rock strata.
Layer3Ways to combine two or more heightfields.
Shape21Filters and deformations of one heightfield. Most take an optional mask that limits where they apply.
Simulate18Erosion, weathering, glaciers, geology and snow. These are the expensive nodes, and the ones the GPU speeds up.
Water11Rivers, lakes, drainage, floodplains and coast.
Select17Nodes that turn a heightfield into a mask, or combine masks. Several of these feed biome rules and paint layers.
Color7Colour and packed-data outputs for materials. They do not change the terrain.
Export1The node whose terrain becomes the build output.

Generate

Nodes with no terrain input: a starting heightfield from a file, noise, a ramp or a constant.

Imported heightfield

Type HeightfieldFile.

Load a local grayscale PNG/TIFF or square little-endian R16. Explicit decoding preserves elevations. Sources are embedded in saved projects and exports.

  • Inputs: none
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Source image assetnonea raster embedded in the definition
Height decoding encodingnormalizednormalized, unreal, metres, range
Encoded zero (m) low-500-10000 to 20000, step 50
Encoded one (m) high3000-10000 to 20000, step 50
Fit to world fitstretchstretch, crop
Resampling samplinglinearlinear, nearest
Flip east / west flipXoffon or off
Flip north / south flipYoffon or off

Fractal noise

Type Noise.

FastNoise Lite noise in world metres. Seed offset adds to the world seed.

  • Inputs: none
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Noise basis algorithmsimplexsimplex, perlin, cellular
Fractal fractalridgedfbm, ridged, billow
Feature size (m) scale360050 to 100000, step 100
Relief (m) height15000 to 10000, step 50
Base elevation (m) base250-5000 to 10000, step 50
Octaves octaves6whole numbers 1 to 10
Persistence gain0.480.05 to 0.95, step 0.01
Lacunarity lacunarity21.1 to 4, step 0.1
Seed offset seed0whole numbers 0 to 1000000

Authored landforms

Type Layout.

Existing ranges, peaks and basins from the recipe. Edit their coordinates in the project JSON.

  • Inputs: none
  • Outputs: terrain (elevation)

No parameters.

Constant height

Type Constant.

A flat elevation field in metres.

  • Inputs: none
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Elevation (m) height0-5000 to 15000, step 50

Linear gradient

Type Gradient.

A ramp with a world-space direction and elevation range.

  • Inputs: none
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Low elevation (m) low100-5000 to 15000, step 50
High elevation (m) high1200-5000 to 15000, step 50
Direction (°) angle90-360 to 360, step 5

Landforms

Placed features in world metres: ranges, peaks, canyons, volcanoes, islands, dunes, plateaus, lava and rock strata.

Mountain

Type Mountain.

Place a mountain with a compact footprint. Natural starts with broad divides, rounded crests and limited fine-scale relief. Alpine and Massif retain their exaggerated profiles. Follow with Geologic weathering for channels and deposition.

  • Inputs: none
  • Outputs: terrain (elevation), footprint (mask)
ParameterDefaultAllowed
Centre X (m) x0-100000 to 100000, step 100
Centre Y (m) y0-100000 to 100000, step 100
Rotation (°) angle0-360 to 360, step 5
Base elevation (m) base0-5000 to 10000, step 50
Relief (m) height12000 to 10000, step 50
Seed offset seed0whole numbers 0 to 1000000
Radius (m) radius300020 to 100000, step 100
Roughness roughness0.350 to 1, step 0.05
Profile style
New nodes start at radial; saved graphs keep the default.
naturalnatural, alpine, rounded, stratified, massif, radial
Bulk bulk1.10.3 to 3, step 0.1
Aspect ratio aspect10.2 to 5, step 0.1

Mountain range

Type MountainRange.

A positioned, winding chain of peaks with controllable length, width and direction.

  • Inputs: upliftMask (mask, optional), erodibility (mask, optional), outlets (mask, optional)
  • Outputs: terrain (elevation), footprint (mask), crest (mask), valleys (mask), cirques (mask), drainage (mask), channels (mask), ridges (mask), uplift (mask), age (mask)
ParameterDefaultAllowed
Centre X (m) x0-100000 to 100000, step 100
Centre Y (m) y0-100000 to 100000, step 100
Rotation (°) angle0-360 to 360, step 5
Base elevation (m) base0-5000 to 10000, step 50
Relief (m) height11000 to 10000, step 50
Seed offset seed0whole numbers 0 to 1000000
Length (m) length6000100 to 100000, step 100
Half width (m) width220020 to 20000, step 100
Peak count peaks5whole numbers 2 to 30
Winding bend0.250 to 1, step 0.05
Roughness roughness0.350 to 1, step 0.05
Style style
New nodes start at uplift; saved graphs keep the default.
legacylegacy, ridgeTree, uplift
Range ends terminationfadefade, hook, split, plunge
End taper (of length) endTaper0.20.02 to 0.5, step 0.01
Hook angle (°) endTurn600 to 120, step 5
Side ranges branches2whole numbers 0 to 6
Crest variation crestVariation0.50 to 1, step 0.05
Crest wavelength (m) crestWavelength2500200 to 50000, step 100
Col depth cols0.30 to 1, step 0.05
Spur spacing (x half width) spurSpacing0.60.2 to 3, step 0.05
Spur length (x half width) spurLength10.2 to 1.5, step 0.05
Spur angle (°) spurAngle6020 to 85, step 5
Sub-spurs subSpurs0.50 to 1, step 0.05
Flank concavity profileConcavity0.50 to 1, step 0.05
Flank asymmetry asymmetry0.3-0.8 to 0.8, step 0.05
Crest sharpness crestSharpness0.60 to 1, step 0.05
Cirques cirques00 to 1, step 0.05
Cirque aspect (° from north) cirqueAspect00 to 360, step 15
Domain warp (x half width) warp0.220 to 0.5, step 0.01
Map edge clipModefadefade, turn, allow
Edge margin (m) edgeMargin5000 to 20000, step 50
Uplift profile exponent profile21 to 3, step 0.1
Valley concavity (m) concavity0.450.3 to 0.7, step 0.01
Channel head area (m²) channelHead200001000 to 1000000, step 1000
Routing exponent routingRandomness20.3 to 8, step 0.1
Age (0 = steady state) age00 to 1, step 0.05
Rock variation rockVariation0.50 to 1, step 0.05
Rock scale (m) rockScale80050 to 20000, step 50
Hillslope rounding steps ridgeRounding12whole numbers 0 to 32
Max slope (°, 0 = off) maxSlope400 to 70, step 1
Foothill uplift foothills0.030 to 0.3, step 0.01
Drainage at map edge edgePolicycontinuecontinue, outlet, recipe
Padding (of map size) pad0.1250 to 0.5, step 0.025
Ensemble draws ensemble2whole numbers 1 to 4

Drawn range

Type DrawRange.

Draw a ridgeline in the layout view. Point coordinates are world metres; centre and rotation transform the path.

  • Inputs: upliftMask (mask, optional), erodibility (mask, optional), outlets (mask, optional)
  • Outputs: terrain (elevation), footprint (mask), crest (mask), valleys (mask), cirques (mask), drainage (mask), channels (mask), ridges (mask), uplift (mask), age (mask)
ParameterDefaultAllowed
Centre X (m) x0-100000 to 100000, step 100
Centre Y (m) y0-100000 to 100000, step 100
Rotation (°) angle0-360 to 360, step 5
Base elevation (m) base0-5000 to 10000, step 50
Relief (m) height12000 to 10000, step 50
Seed offset seed0whole numbers 0 to 1000000
Half width (m) width85010 to 20000, step 50
Roughness roughness0.350 to 1, step 0.05
Control points points3 points2 to 64 points in world metres
Style style
New nodes start at uplift; saved graphs keep the default.
legacylegacy, ridgeTree, uplift
Range ends terminationfadefade, hook, split, plunge
End taper (of length) endTaper0.20.02 to 0.5, step 0.01
Hook angle (°) endTurn600 to 120, step 5
Side ranges branches2whole numbers 0 to 6
Crest variation crestVariation0.50 to 1, step 0.05
Crest wavelength (m) crestWavelength2500200 to 50000, step 100
Col depth cols0.30 to 1, step 0.05
Spur spacing (x half width) spurSpacing0.60.2 to 3, step 0.05
Spur length (x half width) spurLength10.2 to 1.5, step 0.05
Spur angle (°) spurAngle6020 to 85, step 5
Sub-spurs subSpurs0.50 to 1, step 0.05
Flank concavity profileConcavity0.50 to 1, step 0.05
Flank asymmetry asymmetry0.3-0.8 to 0.8, step 0.05
Crest sharpness crestSharpness0.60 to 1, step 0.05
Cirques cirques00 to 1, step 0.05
Cirque aspect (° from north) cirqueAspect00 to 360, step 15
Domain warp (x half width) warp0.220 to 0.5, step 0.01
Map edge clipModefadefade, turn, allow
Edge margin (m) edgeMargin5000 to 20000, step 50
Uplift profile exponent profile21 to 3, step 0.1
Valley concavity (m) concavity0.450.3 to 0.7, step 0.01
Channel head area (m²) channelHead200001000 to 1000000, step 1000
Routing exponent routingRandomness20.3 to 8, step 0.1
Age (0 = steady state) age00 to 1, step 0.05
Rock variation rockVariation0.50 to 1, step 0.05
Rock scale (m) rockScale80050 to 20000, step 50
Hillslope rounding steps ridgeRounding12whole numbers 0 to 32
Max slope (°, 0 = off) maxSlope400 to 70, step 1
Foothill uplift foothills0.030 to 0.3, step 0.01
Drainage at map edge edgePolicycontinuecontinue, outlet, recipe
Padding (of map size) pad0.1250 to 0.5, step 0.025
Ensemble draws ensemble2whole numbers 1 to 4

Canyon

Type Canyon.

An authored canyon path with a graded floor. Geologic walls add irregular alcoves, buttresses and sampling-aware strata. Layered preserves the original profile. Points run upstream to downstream.

  • Inputs: none
  • Outputs: terrain (elevation), footprint (mask)
ParameterDefaultAllowed
Centre X (m) x0-100000 to 100000, step 100
Centre Y (m) y0-100000 to 100000, step 100
Rotation (°) angle0-360 to 360, step 5
Plateau elevation (m) base1600-5000 to 15000, step 50
Wall style stylegeologiclayered, geologic
Canyon depth (m) depth6501 to 5000, step 25
Valley half width (m) width150010 to 20000, step 50
Floor half width (m) slot1601 to 5000, step 10
Floor drop (m) drop1800 to 3000, step 10
Strata height (m) strata650 to 500, step 5
Roughness roughness0.350 to 1, step 0.05
Geologic formation scale (m) formation70020 to 10000, step 25
Geologic layer irregularity strataVariation0.60 to 1, step 0.05
Seed offset seed0whole numbers 0 to 1000000
Control points points4 points2 to 64 points in world metres

Volcano

Type Volcano.

A placed volcanic cone with a caldera, radial ridges and an irregular rim.

  • Inputs: none
  • Outputs: terrain (elevation), footprint (mask)
ParameterDefaultAllowed
Centre X (m) x0-100000 to 100000, step 100
Centre Y (m) y0-100000 to 100000, step 100
Rotation (°) angle0-360 to 360, step 5
Base elevation (m) base0-5000 to 10000, step 50
Relief (m) height12000 to 10000, step 50
Seed offset seed0whole numbers 0 to 1000000
Radius (m) radius180020 to 100000, step 100
Roughness roughness0.350 to 1, step 0.05
Caldera radius / cone caldera0.20.03 to 0.7, step 0.01
Caldera depth (m) depth3000 to 5000, step 25
Rim relief (m) rim1100 to 2000, step 10
Style stylelegacylegacy, cinder, strato, shield
Age (kyr, 0 = fresh) age00 to 5000, step 10
Erodibility K erodibility0.0000021e-8 to 0.0001, step 1e-7
Hillslope diffusion (m²/yr) diffusion0.0050 to 1, step 0.001
Ring fault step (m) ringFault00 to 2000, step 10
Erosion spacing (m, 0 = auto) erosionSpacing00 to 500, step 1

Impact crater

Type Crater.

An impact bowl with a raised rim, rough ejecta apron and optional central rebound.

  • Inputs: none
  • Outputs: terrain (elevation), footprint (mask)
ParameterDefaultAllowed
Centre X (m) x0-100000 to 100000, step 100
Centre Y (m) y0-100000 to 100000, step 100
Rotation (°) angle0-360 to 360, step 5
Base elevation (m) base0-5000 to 10000, step 50
Seed offset seed0whole numbers 0 to 1000000
Radius (m) radius180020 to 100000, step 100
Roughness roughness0.350 to 1, step 0.05
Bowl depth (m) depth2600 to 5000, step 25
Rim relief (m) rim1800 to 3000, step 10
Central rebound rebound0.20 to 1, step 0.05

Island

Type Island.

Draw a closed landmass outline. Coast breakup and inland ridges stay inside its feathered footprint.

  • Inputs: none
  • Outputs: terrain (elevation), footprint (mask)
ParameterDefaultAllowed
Centre X (m) x0-100000 to 100000, step 100
Centre Y (m) y0-100000 to 100000, step 100
Rotation (°) angle0-360 to 360, step 5
Base elevation (m) base0-5000 to 10000, step 50
Relief (m) height12000 to 10000, step 50
Seed offset seed0whole numbers 0 to 1000000
Coast transition (m) coast70010 to 10000, step 50
Roughness roughness0.350 to 1, step 0.05
Control points points6 points3 to 64 points in world metres, a closed outline
Ridges follow island size islandScale
New nodes start at true; saved graphs keep the default.
offon or off

Dune field

Type Dunes.

Wind-oriented asymmetrical dunes, with curved crests, spacing and relief controls.

  • Inputs: none
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Centre X (m) x0-100000 to 100000, step 100
Centre Y (m) y0-100000 to 100000, step 100
Rotation (°) angle0-360 to 360, step 5
Base elevation (m) base0-5000 to 10000, step 50
Relief (m) height1000 to 10000, step 10
Seed offset seed0whole numbers 0 to 1000000
Crest spacing (m) spacing48020 to 10000, step 20
Crest variation chaos0.40 to 1, step 0.05
Slip-face bias sharpness0.70.1 to 0.95, step 0.05

Plateau

Type Plateau.

A positioned mesa with a broad top, broken escarpment and adjustable wall slope.

  • Inputs: strata (mask, optional), outlets (mask, optional)
  • Outputs: terrain (elevation), footprint (mask), canyons (mask)
ParameterDefaultAllowed
Centre X (m) x0-100000 to 100000, step 100
Centre Y (m) y0-100000 to 100000, step 100
Rotation (°) angle0-360 to 360, step 5
Base elevation (m) base0-5000 to 10000, step 50
Relief (m) height12000 to 10000, step 50
Seed offset seed0whole numbers 0 to 1000000
Radius (m) radius180020 to 100000, step 100
Roughness roughness0.350 to 1, step 0.05
Top width / radius top0.650.1 to 0.95, step 0.05
Aspect ratio aspect1.40.2 to 5, step 0.1
Style stylelegacylegacy, canyonlands
Dissection (age, 0-1) age0.30 to 1, step 0.05
Concavity m/n concavity0.450.2 to 0.8, step 0.05
Channel head area (m²) channelHead20000100 to 10000000, step 1000
Steepest wall (°) wallSlope8020 to 89, step 1
Canyon floor half width (m) floorWidth400 to 2000, step 5
Drainage iterations iterations3whole numbers 1 to 12

Lava flows

Type LavaFlow.

Lava flows from vents run down the terrain one after another: each follows a wandering steepest descent, fills the valleys it runs in and stops at its length or where the ground flattens, as a flat-topped lobe with steep margins, levees and a rounded snout. Outputs lava thickness and relative flow age for materials.

  • Inputs: terrain (elevation), vents (mask, optional)
  • Outputs: terrain (elevation), lava (mask), flowAge (mask)
ParameterDefaultAllowed
Vent centre X (m) x0-100000 to 100000, step 100
Vent centre Y (m) y0-100000 to 100000, step 100
Vent ring radius (m) ventRadius4000 to 50000, step 50
Flows flows8whole numbers 1 to 200
Flow length (m) length5000100 to 100000, step 100
Flow width (m) width15010 to 2000, step 10
Flow thickness (m) thickness100.5 to 100, step 0.5
Levee height / thickness levee0.20 to 1, step 0.05
Stopping slope (°) minSlope10 to 20, step 0.5
Path slope exponent routingExponent40.5 to 12, step 0.5
Seed offset seed0whole numbers 0 to 1000000

Strata (rock layers)

Type Strata.

Layered rock: a dipping, folded stack of beds with an erodibility and a critical slope per layer. Feed resistance into Landform or StreamPower (set their resistance contrast to 1), or connect any output to Plateau (canyonlands) so the layers are re-evaluated as the rock is cut: hard beds stand as cliffs and ledges, soft beds as slopes. Flat beds give mesas and stepped canyons, 5-30 degrees cuestas, steeper hogbacks.

  • Inputs: terrain (elevation, optional)
  • Outputs: resistance (mask), erodibility (mask), criticalSlope (mask), layerId (mask)
ParameterDefaultAllowed
Rock sequence sequencecanyonlandscanyonlands, cuesta, badlands, alternating, granite
Thickness scale thickness10.05 to 20, step 0.05
Hardness contrast contrast10 to 1, step 0.05
Top of sequence at centre (m) datum0-10000 to 10000, step 10
Dip (°) dip00 to 80, step 1
Dip direction (°, beds descend towards) dipDirection0-360 to 360, step 5
Fold amplitude (m) foldAmplitude00 to 5000, step 10
Fold wavelength (m) foldWavelength4000100 to 100000, step 100
Fold axis direction (°) foldAngle90-360 to 360, step 5
Bed warp (m) warp00 to 2000, step 5
Warp scale (m) warpScale250050 to 100000, step 50
Bed thickness jitter jitter0.50 to 1, step 0.05
Seed seed0whole numbers 0 to 1000000

Layer

Ways to combine two or more heightfields.

Combine terrain

Type Combine.

Blend two heightfields with 24 mathematical modes. Nonlinear modes use the reference elevation as 1.0; mix/add/subtract/min/max preserve metres. Separation identifies the top layer's contribution.

  • Inputs: a (elevation), b (elevation), mask (mask, optional)
  • Outputs: terrain (elevation), separation (mask)
ParameterDefaultAllowed
Operation modemixmix, add, subtract, difference, multiply, divide, divide_offset, screen, max, min, hypotenuse, overlay, power, exclusion, dodge, burn, soft_light, hard_light, pin_light, grain_merge, grain_extract, reflect, glow, phoenix
Blend amount0.50 to 1, step 0.01
Reference elevation (m) range25001 to 20000, step 100
Output range outputunboundedunbounded, clamp, normalize
Separation where both layers agree separationTie
New nodes start at blend; saved graphs keep the default.
zerozero, blend

Layer stack

Type Layers.

Seven ordered terrain layers, each with a blend mode, opacity and optional mask. Reorder layers in the inspector; unconnected layers are skipped.

  • Inputs: terrain (elevation), layer1 (elevation, optional), mask1 (mask, optional), layer2 (elevation, optional), mask2 (mask, optional), layer3 (elevation, optional), mask3 (mask, optional), layer4 (elevation, optional), mask4 (mask, optional), layer5 (elevation, optional), mask5 (mask, optional), layer6 (elevation, optional), mask6 (mask, optional), layer7 (elevation, optional), mask7 (mask, optional)
  • Outputs: terrain (elevation), coverage (mask)
ParameterDefaultAllowed
Reference elevation (m) range25001 to 20000, step 100
Layer order order1, 2, 3, 4, 5, 6, 7an order of the layers
Layer 1 · Blend mode mode1maxmix, add, subtract, difference, multiply, divide, divide_offset, screen, max, min, hypotenuse, overlay, power, exclusion, dodge, burn, soft_light, hard_light, pin_light, grain_merge, grain_extract, reflect, glow, phoenix
Layer 1 · Opacity opacity110 to 1, step 0.05
Layer 1 · Enabled enabled1onon or off
Layer 2 · Blend mode mode2maxmix, add, subtract, difference, multiply, divide, divide_offset, screen, max, min, hypotenuse, overlay, power, exclusion, dodge, burn, soft_light, hard_light, pin_light, grain_merge, grain_extract, reflect, glow, phoenix
Layer 2 · Opacity opacity210 to 1, step 0.05
Layer 2 · Enabled enabled2onon or off
Layer 3 · Blend mode mode3maxmix, add, subtract, difference, multiply, divide, divide_offset, screen, max, min, hypotenuse, overlay, power, exclusion, dodge, burn, soft_light, hard_light, pin_light, grain_merge, grain_extract, reflect, glow, phoenix
Layer 3 · Opacity opacity310 to 1, step 0.05
Layer 3 · Enabled enabled3onon or off
Layer 4 · Blend mode mode4maxmix, add, subtract, difference, multiply, divide, divide_offset, screen, max, min, hypotenuse, overlay, power, exclusion, dodge, burn, soft_light, hard_light, pin_light, grain_merge, grain_extract, reflect, glow, phoenix
Layer 4 · Opacity opacity410 to 1, step 0.05
Layer 4 · Enabled enabled4onon or off
Layer 5 · Blend mode mode5maxmix, add, subtract, difference, multiply, divide, divide_offset, screen, max, min, hypotenuse, overlay, power, exclusion, dodge, burn, soft_light, hard_light, pin_light, grain_merge, grain_extract, reflect, glow, phoenix
Layer 5 · Opacity opacity510 to 1, step 0.05
Layer 5 · Enabled enabled5onon or off
Layer 6 · Blend mode mode6maxmix, add, subtract, difference, multiply, divide, divide_offset, screen, max, min, hypotenuse, overlay, power, exclusion, dodge, burn, soft_light, hard_light, pin_light, grain_merge, grain_extract, reflect, glow, phoenix
Layer 6 · Opacity opacity610 to 1, step 0.05
Layer 6 · Enabled enabled6onon or off
Layer 7 · Blend mode mode7maxmix, add, subtract, difference, multiply, divide, divide_offset, screen, max, min, hypotenuse, overlay, power, exclusion, dodge, burn, soft_light, hard_light, pin_light, grain_merge, grain_extract, reflect, glow, phoenix
Layer 7 · Opacity opacity710 to 1, step 0.05
Layer 7 · Enabled enabled7onon or off

Switch terrain

Type Switch.

Choose one of two heightfields. Both branches are validated; cached evaluations are reused.

  • Inputs: a (elevation), b (elevation)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Use input B useBoffon or off

Shape

Filters and deformations of one heightfield. Most take an optional mask that limits where they apply.

Domain warp

Type Warp.

Bend terrain coordinates with two coherent noise fields; amplitude is measured in metres.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Displacement (m) amount5500 to 10000, step 25
Feature size (m) scale220050 to 100000, step 100
Seed offset seed17whole numbers 0 to 1000000

Smooth

Type Smooth.

Gaussian smoothing with a radius in world metres.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Radius (m) radius600 to 2000, step 5
Strength amount10 to 1, step 0.01
Compute compute
Runtime only: chooses the device, not the result.
autoauto, cpu, gpu

Terrace

Type Terrace.

Create strata at fixed height intervals. Softness rounds each step.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Step height (m) spacing901 to 2000, step 5
Softness softness0.180.01 to 1, step 0.01
Strength amount10 to 1, step 0.01

Remap elevation

Type Remap.

Fit the incoming height range to a new range, with an optional curve.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Low elevation (m) low200-5000 to 15000, step 50
High elevation (m) high1900-5000 to 15000, step 50
Curve curve10.1 to 5, step 0.05

Transform

Type Transform.

Translate, rotate and stretch a heightfield in world units. Outside pixels use the fill elevation.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Centre X (m) x0-100000 to 100000, step 100
Centre Y (m) y0-100000 to 100000, step 100
Rotation (°) angle0-360 to 360, step 5
Scale X scaleX10.05 to 10, step 0.05
Scale Y scaleY10.05 to 10, step 0.05
Height scale heightScale10 to 10, step 0.05
Vertical offset (m) offsetZ0-10000 to 10000, step 25
Outside elevation (m) fill0-5000 to 15000, step 25
Outside sampling edgesfillfill, reflect, repeat

Stratified rock

Type Stratify.

Uneven seeded layers with local folds, tilt and controllable ledges. Unresolved bands fade out on coarse grids. The ledges output selects flattened portions, not rock material types.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation), ledges (mask)
ParameterDefaultAllowed
Layer spacing (m) spacing1102 to 2000, step 5
Layer irregularity variation0.50 to 1, step 0.05
Ledge sharpness sharpness0.650 to 1, step 0.05
Formation scale (m) scale65010 to 20000, step 50
Layer tilt (°) tilt0-25 to 25, step 1
Tilt direction (°) direction0-360 to 360, step 5
Fold octaves octaves3whole numbers 1 to 6
Seed offset seed0whole numbers 0 to 1000000
Strength amount10 to 1, step 0.05

Clamp elevations

Type Clamp.

Limit terrain to a fixed elevation interval. Optional mask blends the clipped result.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Low elevation (m) low0-5000 to 15000, step 25
High elevation (m) high1800-5000 to 15000, step 25

Flip terrain

Type Flip.

Mirror the heightfield across either world axis.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Mirror axis axisxx, y, both

Median filter

Type Median.

Remove isolated spikes with a bounded median kernel. Radius is measured in world metres; the kernel is capped at 51 samples.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Radius (m) radius600 to 3000, step 10

Sharpen terrain

Type Sharpen.

Unsharp masking adds local relief relative to a smoothed surface.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Radius (m) radius1000 to 3000, step 10
Strength amount10 to 3, step 0.05

Equalize heights

Type Equalize.

Redistribute the elevation histogram while preserving its endpoints. Blend strength controls contrast.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Strength amount0.50 to 1, step 0.05

Profile curve

Type Curve.

Shape elevation using five control values and monotone cubic interpolation between them. Input can be relative to the terrain or a fixed range.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Input range moderelativerelative, absolute
Low elevation (m) low0-5000 to 15000, step 25
High elevation (m) high1800-5000 to 15000, step 25
At 0% input y000 to 1, step 0.05
At 25% input y10.250 to 1, step 0.05
At 50% input y20.50 to 1, step 0.05
At 75% input y30.750 to 1, step 0.05
At 100% input y410 to 1, step 0.05

Variable blur

Type VariableBlur.

A guide mask interpolates four Gaussian scales: black preserves detail, white applies the full radius.

  • Inputs: terrain (elevation), mask (mask, optional), guide (mask)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Radius (m) radius2500 to 3000, step 10

Directional warp

Type DirectionalWarp.

A height guide displaces sampling along one direction. Guide elevation / reference controls signed displacement.

  • Inputs: terrain (elevation), mask (mask, optional), guide (elevation)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Displacement (m) amount250-10000 to 10000, step 25
Direction (°) angle0-360 to 360, step 5
Guide reference (m) reference25001 to 20000, step 100

Slope warp

Type SlopeWarp.

Move terrain sampling along the guide gradient. The displacement is bounded and measured in metres.

  • Inputs: terrain (elevation), mask (mask, optional), guide (elevation)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Displacement (m) amount250-10000 to 10000, step 25
Radius (m) radius600 to 3000, step 10

Expand / contract

Type Morphology.

A local maximum expands high ground; a local minimum contracts it. Uses a square footprint capped at 101 samples.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Operation modeexpandexpand, contract
Radius (m) radius1000 to 3000, step 10

Fade borders

Type EdgeFade.

Bring height toward a chosen elevation along the world boundary.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Border width (m) width7001 to 50000, step 50
Edge elevation (m) elevation0-5000 to 15000, step 25

Repeat terrain

Type Repeat.

Repeat an upstream tile across the domain. Use Seamless first to align opposite boundaries.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Tiles X countX2whole numbers 1 to 16
Tiles Y countY2whole numbers 1 to 16

Match tile edges

Type Seamless.

Blend opposite borders to matching elevations for repeating tiles. Border values match; matching derivatives is not guaranteed.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Blend width / world width0.150.01 to 0.5, step 0.01

Slope blur

Type SlopeBlur.

Blur along the downslope direction only. Smooths noise and steps into continuous, flowing slopes while gullies and spurs across the slope stay sharp; crests are protected. Distances are in world metres, so previews and builds match.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation)
ParameterDefaultAllowed
Blur length (m) radius600 to 2000, step 5
Strength amount10 to 1, step 0.01
Protect crests ridges0.80 to 1, step 0.05
Direction smoothing (m) measureScale300 to 2000, step 5
Fade below slope (°) minSlope30 to 45, step 0.5

Upscale detail

Type Upscale.

Make a coarse simulation or a coarse imported heightfield look detailed at the graph resolution. Re-samples the input at its source spacing, rebuilds a smooth surface through those samples (no bilinear facets or grid), then adds flow-aligned gullies and roughness below twice the source spacing, down to the target spacing. Detail follows slope and curvature and stays off flats, lakes and the ring around small lakes; gullies start only at channel heads.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation), gullies (mask), ridges (mask)
ParameterDefaultAllowed
Source spacing (m) sourceSpacing320 to 1000, step 1
Reconstruction interpolationSplineSpline, CatmullRom
Detail depth (m) detail40 to 200, step 0.5
Detail exponent roughness1.20.5 to 1.5, step 0.05
Octaves octaves5whole numbers 1 to 8
Flow-aligned share erosion0.80 to 1, step 0.05
Branching branching0.50 to 1, step 0.05
Sharpness sharpness0.40 to 1, step 0.05
Hollow emphasis curvature0.50 to 1, step 0.05
Detail starts at slope (deg) slopeStart40 to 80, step 1
Full detail at slope (deg) slopeEnd301 to 89, step 1
Target spacing (m, 0 = grid) finestSpacing00 to 100, step 0.5
Seed seed0whole numbers 0 to 1000000
Channel head threshold (m, 0 = off) channelThreshold200 to 1000, step 1
Lake ring (lake radii, 0 = off) lakeFade30 to 6, step 0.5

Simulate

Erosion, weathering, glaciers, geology and snow. These are the expensive nodes, and the ones the GPU speeds up.

Stream erosion

Type Erosion.

Stream-power incision and hillslope diffusion. Wear is removed height, normalized to a mask.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation), wear (mask)
ParameterDefaultAllowed
Duration (years) years250000 to 100000, step 1000
Steps steps35whole numbers 1 to 100
Erodibility erodibility0.00010 to 0.002, step 0.00001
Diffusion (m²/year) diffusion0.080 to 1, step 0.01

Thermal erosion

Type Thermal.

Move material down slopes above the talus angle. Closed edges conserve material; a mask blends the result.

  • Inputs: terrain (elevation), mask (mask, optional), resistance (mask, optional)
  • Outputs: terrain (elevation), deposition (mask), wear (mask)
ParameterDefaultAllowed
Talus angle (°) angle321 to 85, step 1
Iterations steps35whole numbers 1 to 200
Transport rate rate0.30.01 to 0.5, step 0.01
Solver solver
New nodes start at converge; saved graphs keep the default.
iterationsiterations, converge
Settle tolerance (°) tolerance0.50.05 to 5, step 0.05
Settling amount relaxation10 to 1, step 0.05
Resistant rock angle (°) rockAngle701 to 89, step 1

Hydraulic erosion

Type Hydraulic.

Continuous droplet paths erode and transport sediment. Closed boundaries return all carried material; open boundaries report discharged load. Mask limits mobility; rainfall controls droplet origins. White resistance blocks erosion while still permitting deposition.

  • Inputs: terrain (elevation), mask (mask, optional), rainfall (mask, optional), resistance (mask, optional)
  • Outputs: terrain (elevation), wear (mask), deposition (mask), flow (mask)
ParameterDefaultAllowed
Droplets particles
New nodes start at 0; saved graphs keep the default.
80000whole numbers 0 to 2000000
Maximum travel (steps) lifetime100whole numbers 4 to 300
Erosion radius (m) radius
New nodes start at 2; saved graphs keep the default.
801 to 2000, step 10
Rain strength rain0.10.001 to 2, step 0.01
Bedrock depth (m) maxDepth1800 to 5000, step 10
Flow inertia inertia0.180 to 0.9, step 0.01
Sediment capacity capacity40.1 to 20, step 0.1
Erosion rate erosion0.30 to 1, step 0.01
Settling rate deposition0.30 to 1, step 0.01
Evaporation per step evaporation0.0250.001 to 0.5, step 0.001
Sediment boundary boundaryclosedclosed, open
Rain seed offset seed0whole numbers 0 to 1000000
Execution execution
New nodes start at parallel; saved graphs keep the default.
serialserial, parallel
Droplets per cell density
New nodes start at 0.5; saved graphs keep the default.
00 to 8, step 0.05
Channel memory momentum
New nodes start at 0.4; saved graphs keep the default.
00 to 1, step 0.05
Minimum slope (m/m) minSlope0.00010 to 0.5, step 0.0001
Start droplets off channels flowGuidedoffon or off
Compute (parallel) compute
Runtime only: chooses the device, not the result.
autoauto, cpu, gpu

Bedrock & alluvium

Type Sediment.

Stream power with alluvium (SPACE) transports loose sediment, erodes exposed bedrock and deposits material downstream. Optional soil creep and conversion share the same soil layer. White resistance protects bedrock, while existing soil remains mobile. A shared incision floor limits entrainment and creep without restoring removed material. Fixed outer heights with reported outlet sediment loss. Uncalibrated geological time, D8 routing.

  • Inputs: terrain (elevation), resistance (mask, optional), rainfall (mask, optional), soilDepth (elevation, optional)
  • Outputs: terrain (elevation), bedrock (elevation), soilDepth (elevation), soil (mask), exposedRock (mask), wear (mask), deposition (mask), flow (mask)
ParameterDefaultAllowed
Evolution duration (years) years7500 to 50000, step 250
Evolution steps steps40whole numbers 1 to 200
Maximum net incision (m) maxDepth200 to 5000, step 1
Bedrock erodibility rockErodibility0.000020 to 0.002, step 0.00001
Sediment erodibility sedimentErodibility0.00010 to 0.01, step 0.00005
Effective settling (m/year) settling10.001 to 100, step 0.1
Initial soil depth (m) initialSoil20 to 500, step 0.5
Soil shielding depth (m) coverDepth10.05 to 100, step 0.1
Soil diffusivity (m²/year) diffusion0.030 to 0.5, step 0.01
Bare-rock soil production (m/year) production0.0010 to 0.01, step 0.0005
Soil critical slope (°) angle345 to 85, step 1
Soil mask white depth (m) soilRange100.01 to 1000, step 1
Rock cover fade depth (m) exposureDepth10.01 to 100, step 0.1
Net-change mask white depth (m) mapRange200.01 to 5000, step 1
Flow mask reference (m² at unit runoff) flowArea10000001 to 10000000000, step 10000

Soil & hillslope transport

Type Hillslope.

Weather bedrock into mobile soil, then move only that soil downhill. Depth-dependent creep rounds soil-covered divides and fills hollows while bare resistant rock stays exposed. Closed, paired fluxes conserve volume. White resistance prevents rock conversion, not transport of existing soil; black mask protects both layers. Art-directed process, not calibrated geological time.

  • Inputs: terrain (elevation), mask (mask, optional), resistance (mask, optional), soilDepth (elevation, optional)
  • Outputs: terrain (elevation), bedrock (elevation), soilDepth (elevation), soil (mask), exposedRock (mask), wear (mask), deposition (mask)
ParameterDefaultAllowed
Transport iterations steps120whole numbers 1 to 500
Diffusive exposure (m²) diffusion18000 to 50000, step 100
Critical slope (°) angle345 to 85, step 1
Initial soil depth (m) initialSoil40 to 500, step 1
Bare-rock conversion budget (m) production120 to 500, step 1
Soil attenuation depth (m) decayDepth30.05 to 100, step 0.5
Available bedrock (m) rockDepth400 to 2000, step 5
Soil mask white depth (m) soilRange100.01 to 1000, step 1
Rock cover fade depth (m) exposureDepth10.01 to 100, step 0.1
Transport mask white depth (m) mapRange200.01 to 5000, step 1
Step control stepControl
New nodes start at adaptive; saved graphs keep the default.
fixedfixed, adaptive

Geologic weathering

Type Weathering.

Carve broad valleys, then gullies and fine channels. Transfers only erosion/deposition changes back to the original surface, preserving existing fine detail. Optional native-resolution protection and rainfall masks; bounded total incision and conservative material accounting. CPU art-directed model, not calibrated geophysics.

  • Inputs: terrain (elevation), mask (mask, optional), rainfall (mask, optional), resistance (mask, optional)
  • Outputs: terrain (elevation), wear (mask), deposition (mask), flow (mask)
ParameterDefaultAllowed
Valley scale (m) scale25616 to 4000, step 16
Valley weathering valleys10 to 2, step 0.05
Gully weathering gullies10 to 2, step 0.05
Fine weathering surface0.50 to 2, step 0.05
Particle density quality10.1 to 2, step 0.1
Total incision limit (m) maxDepth3000 to 2000, step 10
Talus angle (°) angle341 to 85, step 1
Talus settling steps talusSteps65whole numbers 0 to 150
Mask reference depth (m) mapRange500.01 to 5000, step 5
Sediment boundary boundaryopenclosed, open
Weathering seed offset seed0whole numbers 0 to 1000000
Execution execution
New nodes start at parallel; saved graphs keep the default.
serialserial, parallel
Fine brush radius (m) surfaceRadius
New nodes start at 2; saved graphs keep the default.
00 to 500, step 0.5
Channel memory momentum00 to 1, step 0.05

Talus breakdown

Type Talus.

Eight-neighbour slope transport with bedrock, seeded talus variation, directional bias and optional sediment loss. Mask blocks transport across protected cells. Wear/deposition masks use an explicit metre reference; diagnostics account for removed material.

  • Inputs: terrain (elevation), mask (mask, optional), resistance (mask, optional)
  • Outputs: terrain (elevation), wear (mask), deposition (mask)
ParameterDefaultAllowed
Iterations steps60whole numbers 1 to 300
Bedrock depth (m) maxDepth1000 to 5000, step 5
Mask reference depth (m) mapRange500.01 to 5000, step 5
Talus angle (°) angle321 to 85, step 1
Transport rate rate0.650 to 1, step 0.05
Bias direction (°) direction0-180 to 180, step 5
Directional bias bias00 to 1, step 0.05
Rock variation variation0.20 to 0.8, step 0.05
Variation scale (m) scale2501 to 10000, step 25
Sediment removal removal00 to 1, step 0.05
Rock seed offset seed0whole numbers 0 to 1000000
Solver solver
New nodes start at converge; saved graphs keep the default.
iterationsiterations, converge
Settle tolerance (°) tolerance0.50.05 to 5, step 0.05
Settling amount relaxation10 to 1, step 0.05
Resistant rock angle (°) rockAngle701 to 89, step 1

Wind erosion

Type Wind.

Directional surface abrasion and conservative airborne sediment advection. Exposed ground supplies material; sheltered ground settles it. Closed edges return carried load, open edges report export. This is a grid-based artistic model, not atmospheric CFD.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation), wear (mask), deposition (mask)
ParameterDefaultAllowed
Iterations steps60whole numbers 1 to 300
Bedrock depth (m) maxDepth1000 to 5000, step 5
Mask reference depth (m) mapRange500.01 to 5000, step 5
Wind toward (°) direction25-180 to 180, step 5
Carrying depth (m) capacity150 to 500, step 0.5
Abrasion rate abrasion0.250 to 1, step 0.05
Settling rate settling0.150 to 1, step 0.05
Travel per step (cells) transport0.80 to 1, step 0.05
Shelter scale (m) shelter2001 to 10000, step 25
Closed-edge slowdown (m) edgeFade6001 to 10000, step 50
Sediment boundary boundaryopenclosed, open

Erode (particles + sediment)

Type Erode.

Rain drops run down the terrain, erode where they carry less than they could and settle where they carry more: channels and gullies cut in, fans, filled hollows and floodplains build up. Runs coarse to fine (valley-scale channels, then gully-scale rills); fresh sediment relaxes to its angle of repose. White resistance erodes no rock; rainfall scales the number of drops.

  • Inputs: terrain (elevation), resistance (mask, optional), rainfall (mask, optional)
  • Outputs: terrain (elevation), flow (mask), wear (mask), deposits (mask), sediment (mask)
ParameterDefaultAllowed
Drops per cell (per level) drops0.50 to 8, step 0.05
Passes per level passes12whole numbers 1 to 256
Drop travel (cells) travel96whole numbers 4 to 1024
Coarsest level spacing (m) coarsest161 to 256, step 1
Sediment capacity capacity0.050 to 2, step 0.005
Coarse-level depth exponent depthExponent10 to 2, step 0.05
Erosion rate erosion0.30 to 1, step 0.01
Settling rate deposition0.30 to 1, step 0.01
Rock erodibility rockErodibility0.50 to 1, step 0.05
Flow inertia inertia0.30 to 0.95, step 0.01
Evaporation per step evaporation0.020.001 to 0.5, step 0.001
Minimum slope (m/m) minSlope0.020 to 0.5, step 0.005
Channel concentration (discharge exponent) discharge0.50 to 2, step 0.05
Channel start area (m²) channelArea5001 to 1000000, step 50
Erosion radius (m) radius30.5 to 200, step 0.5
Spread of a stopped drop's load (m, 0 = at its cell) deathRadius80 to 200, step 0.5
Keep lakes larger than (m², 0 = off) lakeArea200000 to 10000000, step 1000
Keep lakes deeper than (m) lakeDepth10 to 500, step 0.5
Lake depth sediment cannot fill lakeKeep0.50 to 1, step 0.05
Sediment settling angle (°, 0 = off) repose150 to 60, step 1
Settling passes per pass settle1whole numbers 0 to 8
Floor grading of fresh sediment (0 = off) grade
New nodes start at 0.5; saved graphs keep the default.
00 to 1, step 0.05
Wear and deposits white at (m) depthRange100.01 to 1000, step 0.5
Sediment white at (m) sedimentRange50.01 to 1000, step 0.5
Seed seed0whole numbers 0 to 1000000
Compute compute
Runtime only: chooses the device, not the result.
autoauto, cpu, gpu

Erosion detail

Type ErosionDetail.

Carve branching, flow-aligned gullies into slopes without a simulation. Stripes run downhill and each finer octave follows the walls of the coarser gullies, so they branch like tributaries. No detail on flats or in channels; deeper in hollows, shallower on hard rock. Strata and joint sets act as resistance, not as added height. Gullies start only where enough area drains down a steep enough slope (channel heads), never point into closed depressions, and leave a ring around small lakes. Outputs the gully and ridge masks and the resistance used.

  • Inputs: terrain (elevation), flow (mask, optional), mask (mask, optional), resistance (mask, optional)
  • Outputs: terrain (elevation), gullies (mask), ridges (mask), resistance (mask)
ParameterDefaultAllowed
Largest gully spacing (m) scale30010 to 5000, step 10
Octaves octaves4whole numbers 1 to 8
Gully depth (m) depth300 to 500, step 1
Detail exponent roughness1.20.5 to 1.5, step 0.05
Lacunarity lacunarity1.931.5 to 3, step 0.01
Branching branching0.50 to 1, step 0.05
Sharpness (V gullies, knife ridges) sharpness0.50 to 1, step 0.05
Hollow emphasis curvature0.30 to 1, step 0.05
Detail starts at slope (deg) slopeStart100 to 80, step 1
Full detail at slope (deg) slopeEnd351 to 89, step 1
Strata period (m, 0 = off) strataPeriod00 to 500, step 1
Strata hardness strataStrength0.50 to 1, step 0.05
Joint sets fractureSets0whole numbers 0 to 3
Joint spacing (m) fractureSpacing805 to 2000, step 5
Joint strike (deg from north) fractureStrike350 to 180, step 1
Joint weakness fractureStrength0.50 to 1, step 0.05
Seed seed0whole numbers 0 to 1000000
Channel head threshold (m, 0 = off) channelThreshold200 to 1000, step 1
Lake ring (lake radii, 0 = off) lakeFade30 to 6, step 0.5

Geology (rock volume)

Type Geology.

A 3D rock volume under the terrain: dipping, folded and faulted beds of hard and soft rock, with joint sets and fault damage zones. The terrain passes through carrying the rock, and Erode samples it at the eroding surface as it cuts down, so hard beds stand as ledges, ribs and benches and joints steer gullies. Resistance is the rock at the input surface (white = hard) for any node with a resistance input; bed and joints show the hardness and the weak zones, layers numbers the beds.

  • Inputs: terrain (elevation)
  • Outputs: terrain (elevation), resistance (mask), bed (mask), joints (mask), layers (mask)
ParameterDefaultAllowed
Mean bed thickness (m) thickness250.5 to 1000, step 0.5
Bed thickness variation thicknessVariation0.60 to 1.5, step 0.05
Share of hard beds hardFraction0.450 to 1, step 0.05
Average hardness hardness0.50 to 1, step 0.05
Hardness contrast contrast0.80 to 1, step 0.05
Datum (m) datum0-10000 to 10000, step 10
Dip (°) dip120 to 80, step 1
Dip direction (°, beds descend towards) dipDirection30-360 to 360, step 5
Fold amplitude (m) foldAmplitude00 to 5000, step 10
Fold wavelength (m) foldWavelength3000100 to 100000, step 100
Fold axis direction (°) foldAxis0-360 to 360, step 5
Bed warp (m) warp200 to 2000, step 5
Warp scale (m) warpScale150050 to 100000, step 50
Faults faults3whole numbers 0 to 16
Fault throw (m) faultThrow400 to 2000, step 5
Fault dip (°) faultDip7010 to 90, step 1
Fault strike (°) faultStrike60-360 to 360, step 5
Fault strike scatter (°) faultSpread250 to 90, step 5
Fault length (m) faultLength250010 to 100000, step 50
Fault zone half-width (m) faultZone60.5 to 200, step 0.5
Fault zone weakness faultWeakness0.60 to 1, step 0.05
Joint sets jointSets2whole numbers 0 to 3
Joint strike (°) jointStrike30-360 to 360, step 5
Angle between joint sets (°) jointAngle800 to 180, step 5
Joint dip (°) jointDip8510 to 90, step 1
Joint spacing (m) jointSpacing400.5 to 2000, step 0.5
Joint zone half-width (m) jointWidth20.1 to 100, step 0.1
Joint weakness jointWeakness0.50 to 1, step 0.05
Joint persistence jointPersistence0.60 to 1, step 0.05
Seed seed0whole numbers 0 to 1000000

Glaciate

Type Glaciate.

Carve the terrain with glaciers at their maximum extent: steady-state balance-flux ice above an equilibrium-line altitude, abrasion that scales with sliding speed (U-shaped troughs, hanging tributary valleys, overdeepenings), cirques with tarns at glacier heads, lateral and terminal moraines, then a post-glacial river pass. Physical units: metres and years. Large-scale work runs on an internal ice grid; fine detail outside the ice is kept.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation), ice (mask), glacier (mask), erosion (mask), moraine (mask), cirques (mask), lakes (mask)
ParameterDefaultAllowed
Climate · ELA reference elaModereliefrelief, absolute
Climate · ELA height in the relief (0 = lowest, 1 = highest) elaFraction0.60 to 1, step 0.01
Climate · Equilibrium-line altitude (m, absolute reference) ela1600-1000 to 9000, step 10
Climate · ELA lowered on north faces (m) aspectBias150-500 to 500, step 10
Climate · Mass-balance gradient (m/yr per m) balanceGradient0.010.001 to 0.05, step 0.001
Climate · Max accumulation (m/yr) maxAccumulation20.1 to 10, step 0.1
Ice · Sliding (x deformation speed) sliding10 to 5, step 0.1
Ice · Ice grid spacing (m) iceGrid6416 to 512, step 8
Erosion · Glacial time (kyr) glacialTime5000 to 2000, step 10
Erosion · Ice/erosion steps epochs8whole numbers 1 to 32
Erosion · Abrasion speed exponent abrasionExponent21 to 3, step 0.1
Erosion · Glacial erosion limit (m) maxDepth4000 to 3000, step 10
Erosion · Trough wall angle (°) wallAngle500 to 85, step 1
Shaping · U-profile shaping uShape0.80 to 1, step 0.05
Shaping · U-profile exponent uExponent21 to 4, step 0.1
Shaping · Glacial polish polish0.350 to 1, step 0.05
Shaping · Cirques cirquesoffon or off
Shaping · Cirque radius (m) cirqueRadius600100 to 3000, step 10
Shaping · Cirque floor above ELA (m) cirqueFloor0-500 to 500, step 10
Shaping · Cirque headwall angle (°) headwallAngle5530 to 80, step 1
Deposits · Moraine height (m) moraineHeight300 to 200, step 1
Deposits · Post-glacial river time (yr) postglacialYears117000 to 200000, step 100
Deposits · Lake sediment fill lakeFill00 to 1, step 0.05
Masks · Ice mask white at (m) iceRange4001 to 3000, step 10
Masks · Erosion mask white at (m) erosionRange2001 to 3000, step 10
Masks · Lake depth white at (m) lakeRange200.1 to 1000, step 1
Masks · Seed (cirque shapes) seed0whole numbers 0 to 1000000

Gullies (fine incision)

Type Gullies.

Cut real gullies at full resolution: water is routed locally, channels incise where enough area drains down a steep enough slope (the channel head sets the gully spacing, tens of metres), and hillslopes between them are rounded by soil creep that speeds up towards the critical slope while cliffs stay sharp. Gives the 8-64 m relief of real mountains instead of uniform noise. Runs tile by tile on big terrains. Optional resistance (hard rock incises and creeps less) and mask. Outputs the terrain, the channel mask and the incision depth.

  • Inputs: terrain (elevation), resistance (mask, optional), mask (mask, optional)
  • Outputs: terrain (elevation), channels (mask), incision (mask)
ParameterDefaultAllowed
Steps steps2whole numbers 1 to 8
Channel head area (m²) headArea30050 to 100000, step 50
Upstream reach (m) reach804 to 1000, step 4
Incision depth (m) depth80 to 100, step 0.5
Area exponent m areaExponent0.50 to 2, step 0.05
Slope exponent n slopeExponent10.25 to 3, step 0.05
Flow concentration flowExponent41 to 10, step 0.1
Gully wall slope (deg) wallSlope455 to 80, step 1
Gully floor rounding (m) rounding20 to 20, step 0.5
Hillslope rounding (m) creep0.80 to 50, step 0.5
Critical slope (deg) criticalSlope3810 to 80, step 1
Cliffs from slope (deg) rockSlope5010 to 85, step 1
Creep in channels channelCreep0.50 to 1, step 0.05
Resistance strength hardness0.80 to 1, step 0.05
Incision mask range (m) mapRange50.1 to 100, step 0.1

Landform (uplift and rivers)

Type Landform.

Grow mountains from an uplift map: rivers cut into rising rock until erosion balances uplift, which forms dendritic valleys, spurs, cols and varying crest heights. Implicit stream power with deposition, lakes that trap sediment and hillslope diffusion, in metres and years. White uplift rises at the given rate; white resistance erodes less.

  • Inputs: terrain (elevation, optional), uplift (mask), resistance (mask, optional), rainfall (mask, optional)
  • Outputs: terrain (elevation), wear (mask), deposition (mask), flow (mask), channels (mask), drainageArea (mask), ridges (mask), lakeSediment (mask), fans (mask)
ParameterDefaultAllowed
Solver modeImplicitImplicit, SteadyState
Duration (kyr) duration20000 to 50000, step 100
Uplift at white (mm/yr) upliftMax10 to 10, step 0.1
Erodibility K erodibility0.000021e-7 to 0.001, step 0.000001
Concavity m/n concavity0.450.2 to 0.8, step 0.05
Slope exponent n slopeExponent10.5 to 2, step 0.1
Channel head area (m²) channelHead50000 to 10000000, step 1000
Hillslope diffusion (m²/yr) diffusion0.0020 to 1, step 0.001
Deposition G deposition10 to 3, step 0.1
Lakes trap sediment lakeTraponon or off
Delta front slope (°) deltaSlope101 to 30, step 1
Max slope (°, 0 = off) maxSlope00 to 80, step 1
Receivers routingRandomD8RandomD8, D8, MFD
Receiver slope exponent routingExponent10.1 to 10, step 0.1
Base level boundaryOpenOpen, Recipe
Uplift fade at outlet edges (m) edgeFade15000 to 10000, step 100
Initial roughness (m, no terrain input) roughness20 to 100, step 1
Target relief (m, 0 = physical) targetRelief00 to 10000, step 10
Simulation spacing (m, 0 = graph) resolution200 to 500, step 1
Resistance contrast resistanceContrast0.80 to 1, step 0.05
Channel threshold (m²) channelArea200000100 to 10000000000, step 10000
Flow mask white at (m²) flowArea100000001 to 10000000000, step 10000
Wear and deposit white at (m) depthRange2000.1 to 10000, step 1
Seed seed0whole numbers 0 to 1000000

Rockfall & scree

Type Scree.

Rock faces steeper than the release angle shed debris. It runs down the steepest path, stops where the slope eases below the scree angle or its energy line flattens below the run-out angle, and settles into talus cones under gullies and aprons along cliff feet. White resistance keeps rock from releasing (parallel: resistant rock stands up to the resistant release angle and its debris rests at the coarse scree angle); black mask protects cells. Closed edges conserve volume. Resolution independent. Parallel execution moves every column at once (GPU-capable) and settles the fresh debris at its angle of repose.

  • Inputs: terrain (elevation), resistance (mask, optional), mask (mask, optional)
  • Outputs: terrain (elevation), scree (mask), cliff (mask), boulders (mask)
ParameterDefaultAllowed
Release angle (°) releaseAngle5025 to 85, step 1
Scree angle (°) stopAngle3415 to 50, step 1
Run-out angle (°) runoutAngle3210 to 50, step 1
Release depth per cycle (m) releaseDepth30 to 50, step 0.5
Rockfall cycles cycles3whole numbers 1 to 20
Fracture variation fracture0.50 to 1, step 0.05
Fracture scale (m) fractureScale601 to 5000, step 5
Settle tolerance (°) tolerance0.50.05 to 5, step 0.05
Scree mask white depth (m) mapRange50.01 to 500, step 0.5
Seed offset seed0whole numbers 0 to 1000000
Execution execution
New nodes start at parallel; saved graphs keep the default.
serialserial, parallel
Resistant rock release angle (°, parallel) rockReleaseAngle7025 to 89, step 1
Scree angle on resistant rock (°, parallel) coarseAngle3815 to 50, step 1
Maximum run-out (m, parallel) maxRunout60010 to 5000, step 10
Apron head taper (m, 0 = off) headTaper
New nodes start at 12; saved graphs keep the default.
00 to 200, step 1
Compute (parallel) compute
Runtime only: chooses the device, not the result.
autoauto, cpu, gpu

Snow

Type Snow.

Form-aware snow cover: a snowline in metres or as a fraction of the relief, lower on shaded faces, scoured from wind-exposed ridges and collected in lee slopes and hollows, then redistributed by avalanches so steep faces shed their snow into couloirs and cones. Outputs the snow-covered surface, snow cover, snow depth in metres and avalanche tracks.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation), snow (mask), snowDepth (elevation), avalancheTracks (mask)
ParameterDefaultAllowed
Snowline snowlineModerelativerelative, absolute
Snowline height (m, absolute) snowline2200-1000 to 9000, step 10
Snowline in the relief (0 lowest, 1 highest) snowlineFraction0.650 to 1, step 0.01
Snowline transition (m) ramp1501 to 2000, step 5
Lower on shaded faces by (m) aspectShift150-1000 to 1000, step 10
Snowline variation (m) variation600 to 500, step 5
Variation size (m) variationScale50010 to 10000, step 10
Wind from (compass degrees) windDirection3000 to 360, step 1
Wind scour and drift windStrength0.60 to 1, step 0.05
Wind shelter distance (m) windRadius20010 to 2000, step 10
Hollows collect hollowGain0.60 to 3, step 0.05
Holds snow up to (deg) holdAngle320 to 89, step 1
Sheds snow from (deg) shedAngle521 to 90, step 1
Avalanches avalancheonon or off
Snow depth (m) depth20.05 to 50, step 0.05
Seed offset seed0whole numbers 0 to 1000000

Stream power erosion

Type StreamPower.

Rivers erode the terrain for a duration: implicit stream power with random receivers, deposition that fills valleys and builds fans, lakes that trap sediment as deltas, and hillslope diffusion, in metres and years. Optional uplift and resistance (white resists). Wear and deposit masks are white at a stated thickness.

  • Inputs: terrain (elevation), mask (mask, optional), uplift (mask, optional), resistance (mask, optional), rainfall (mask, optional)
  • Outputs: terrain (elevation), wear (mask), deposition (mask), flow (mask), channels (mask), drainageArea (mask), ridges (mask), lakeSediment (mask), fans (mask)
ParameterDefaultAllowed
Duration (kyr) duration500 to 10000, step 1
Uplift at white (mm/yr) upliftMax00 to 10, step 0.1
Erodibility K erodibility0.000021e-7 to 0.001, step 0.000001
Concavity m/n concavity0.450.2 to 0.8, step 0.05
Slope exponent n slopeExponent10.5 to 2, step 0.1
Channel head area (m²) channelHead00 to 10000000, step 1000
Hillslope diffusion (m²/yr) diffusion0.0020 to 1, step 0.001
Deposition G deposition10 to 3, step 0.1
Lakes trap sediment lakeTraponon or off
Delta front slope (°) deltaSlope101 to 30, step 1
Max slope (°, 0 = off) maxSlope00 to 80, step 1
Receivers routingRandomD8RandomD8, D8, MFD
Receiver slope exponent routingExponent10.1 to 10, step 0.1
Base level boundaryRecipeRecipe, Open
Uplift fade at outlet edges (m) edgeFade00 to 10000, step 100
Simulation spacing (m, 0 = graph) resolution00 to 500, step 1
Resistance contrast resistanceContrast0.80 to 1, step 0.05
Channel threshold (m²) channelArea200000100 to 10000000000, step 10000
Flow mask white at (m²) flowArea100000001 to 10000000000, step 10000
Wear and deposit white at (m) depthRange200.1 to 10000, step 1
Seed seed0whole numbers 0 to 1000000

Valley fill

Type ValleyFill.

Fill eroded V valleys with sediment where their drainage area is large: broad flat floodplain floors that widen downstream, rise gently to the valley walls and stop there. Deep closed basins stay lakes at their spill level, small hollows stay as they are, other basins fill with sediment that drains gently towards their outlet. Only raises the terrain.

  • Inputs: terrain (elevation)
  • Outputs: terrain (elevation), floodplain (mask), fillDepth (mask), lakes (mask)
ParameterDefaultAllowed
Floodplain from drainage area (m²) floodplainArea10000001000 to 10000000000, step 100000
Floor width coefficient (m^0.4) widthCoeff1.50.05 to 50, step 0.1
Floor width exponent widthExp0.30.1 to 0.6, step 0.01
Maximum floor half-width (m) maxHalfWidth15005 to 20000, step 10
Floor rise to the walls (°) lateralRise10 to 10, step 0.1
Along-valley smoothing (floor widths) smoothing80 to 50, step 0.5
Maximum fill depth (m) maxFillDepth1500 to 2000, step 5
Minimum toe width (m) toe20 to 50, step 0.5
Toe width (floor half-widths) toeWidth0.350 to 2, step 0.05
Minimum lake depth (m) minLakeDepth20 to 1000, step 0.5
Minimum lake area (m²) minLakeArea500000 to 1000000000, step 1000
Keep hollows up to depth (m) hollowDepth10 to 50, step 0.1
Keep hollows up to area (m²) hollowArea10000 to 1000000, step 100
Sediment fill gradient (°) fillGrade2.50 to 10, step 0.1
Fill depth white at (m) fillRange200.1 to 2000, step 1
Lake depth white at (m) lakeRange200.1 to 5000, step 1

Water

Rivers, lakes, drainage, floodplains and coast.

River path

Type CarvePath.

Graded preserves the original spline trench. Alluvial adds bounded bend migration, terrain confinement, pool cross sections and sediment-limited inner bars. It is a kinematic model, not 2D hydraulics. Guides pin the bankfull course; tributary joins and lake shores also pin the wet course. End at a world edge, lake or another river within Junction snap. Cutoffs and braiding are not simulated. In Alluvial, waterWidth(s) controls the channel; width and slot apply only to Graded.

  • Inputs: terrain (elevation), mask (mask, optional)
  • Outputs: terrain (elevation), channel (mask), banks (mask), erosion (mask), deposition (mask)
ParameterDefaultAllowed
Channel model channelModelgradedgraded, alluvial
Migration travel budget (m) migration1200 to 2000, step 10
Migration steps migrationSteps40whole numbers 1 to 160
Upstream influence (channel widths) bendMemory30.5 to 12, step 0.5
Confining bank relief (m) confinement80.1 to 200, step 1
Downstream discharge ratio flowGrowth11 to 16, step 0.25
Inner point bar strength bars0.80 to 1, step 0.05
Maximum eroded sediment retained barRetention0.350 to 1, step 0.05
Erosion/deposition mask white (m) mapRange100.1 to 1000, step 1
Junction snap (m) joinDistance10.001 to 500, step 1
Centre X (m) x0-100000 to 100000, step 100
Centre Y (m) y0-100000 to 100000, step 100
Rotation (°) angle0-360 to 360, step 5
Control points points4 points2 to 64 points in world metres
Initial bed depth (m) depth250.1 to 3000, step 5
Bank half width (m) width1801 to 10000, step 10
Bed half width (m) slot250.5 to 5000, step 5
Minimum bed slope grade0.0020.00001 to 0.2, step 0.001
Export water surface wateroffon or off
Water full width (m) waterWidth400.5 to 1000, step 5
Water widths at path points (m) waterWidths
Empty uses uniform waterWidth. Otherwise provide one full width per control point; linear profile follows normalized control-point chord distance and survives clipping and reach splitting.
emptyone width per point of points, 0.5 to 1000 m, at most 64
Water depth (m) waterDepth20.4 to 100, step 1

River network

Type Rivers.

Route drainage through the terrain and carve connected channels. Headwaters confines source regions while retaining their downstream flow.

  • Inputs: terrain (elevation), headwaters (mask, optional)
  • Outputs: terrain (elevation), channels (mask), flow (mask)
ParameterDefaultAllowed
Catchment threshold (m²) area400000100 to 10000000000, step 10000
Channel half width (m) width451 to 2000, step 5
Channel depth (m) depth80.1 to 500, step 1
Valley widening valley21 to 12, step 0.5

Positioned lake

Type Lake.

Choose a source inside a contained basin and an absolute water level. Exports coverage, depth and exterior shore masks. Authored water mode preserves enabled lake surfaces from this node's terrain; downstream transforms do not move them.

  • Inputs: terrain (elevation)
  • Outputs: terrain (elevation), water (mask), depth (mask), shore (mask)
ParameterDefaultAllowed
Source X (m) x0-100000 to 100000, step 100
Source Y (m) y0-100000 to 100000, step 100
Water level (m) level800-5000 to 15000, step 5
Shore width (m) shore1000 to 5000, step 10
Depth mask white (m) depthRange1000.1 to 5000, step 5
Minimum bed depth (m) minDepth0.50.4 to 100, step 1
Export water surface wateronon or off

Lakes

Type Lakes.

Find enclosed depressions using priority-flood routing. Exposes lake coverage, depth and shore selections without inventing uphill water.

  • Inputs: terrain (elevation)
  • Outputs: terrain (elevation), water (mask), depth (mask), shore (mask)
ParameterDefaultAllowed
Minimum area (m²) minArea200001 to 1000000000, step 1000
Minimum depth (m) minDepth10.01 to 1000, step 0.1
Shore width (m) shore601 to 2000, step 10

Fill depressions

Type DrainageFill.

Priority-flood depression filling with a minimum routing gradient. Changes terrain by raising pits, rather than cutting outlets.

  • Inputs: terrain (elevation)
  • Outputs: terrain (elevation), fill (mask)

No parameters.

River channels

Type Channels.

Carve rivers sized by their discharge: width w = a·Q^b and depth d = c·Q^f (Leopold & Maddock), with Q from the upstream area. Beds fall strictly downstream and only cut. Reaches meander on gentle slopes, braid where the slope is steep for the discharge, and run straight in steep or narrow valleys. Exports water depth, the wetted river, braid bars and channel width.

  • Inputs: terrain (elevation), rainfall (mask, optional)
  • Outputs: terrain (elevation), water (mask), riverMask (mask), bars (mask), width (mask)
ParameterDefaultAllowed
Channel threshold (m²) channelArea1000000100 to 10000000000, step 10000
Bankfull discharge at reference area (m³/s) Qref100.01 to 100000, step 1
Reference area (m²) Aref100000001000 to 1000000000000, step 100000
Discharge area exponent areaExp0.80.3 to 1, step 0.05
Width coefficient a (m) widthCoeff40.1 to 50, step 0.1
Width exponent b widthExp0.50.1 to 0.9, step 0.01
Depth coefficient c (m) depthCoeff0.30.01 to 10, step 0.01
Depth exponent f depthExp0.40.1 to 0.9, step 0.01
River style styleAutoAuto, Meander, Braided, Straight
Meander amplitude (channel widths) migration1.50 to 4, step 0.1
Meander wavelength (channel widths) wavelength114 to 30, step 0.5
Braid belt width (channel widths) braidBelt82 to 20, step 0.5
Levee height (× depth) levees00 to 1, step 0.05
Minimum bed gradient (m/m) minGradient0.00050.000001 to 0.1, step 0.0001
Bank angle (°) bankAngle355 to 80, step 1
Water depth white at (m) depthRange50.1 to 100, step 0.5
Width white at (m) widthRange1001 to 5000, step 10
Seed seed0whole numbers 0 to 1000000

Floodplain and terraces

Type Floodplain.

Flatten valley floors next to rivers into floodplains at the bankfull level, with natural levees and back-swamp wetlands, and cut river terraces above them. Everything is measured as height above the nearest channel (HAND) along the flow, so the shapes follow the drainage instead of absolute contours.

  • Inputs: terrain (elevation), rainfall (mask, optional)
  • Outputs: terrain (elevation), floodplain (mask), terraces (mask), wetland (mask)
ParameterDefaultAllowed
Channel threshold (m²) channelArea1000000100 to 10000000000, step 10000
Bankfull discharge at reference area (m³/s) Qref100.01 to 100000, step 1
Reference area (m²) Aref100000001000 to 1000000000000, step 100000
Discharge area exponent areaExp0.80.3 to 1, step 0.05
Width coefficient a (m) widthCoeff40.1 to 50, step 0.1
Width exponent b widthExp0.50.1 to 0.9, step 0.01
Depth coefficient c (m) depthCoeff0.30.01 to 10, step 0.01
Depth exponent f depthExp0.40.1 to 0.9, step 0.01
Floodplain height (× channel depth) heightFactor2.50.5 to 30, step 0.5
Floodplain reach (channel widths) maxDistance201 to 200, step 1
Levee height (× depth) levee0.20 to 1, step 0.05
Back-swamp wetland wetland0.50 to 1, step 0.05
Terrace levels terraces0whole numbers 0 to 4
Terrace spacing (m) terraceSpacing61 to 30, step 0.5
Terrace riser angle (°) riserAngle3010 to 60, step 1
Terrace spacing variation terraceVariation0.30 to 0.8, step 0.05
Seed seed0whole numbers 0 to 1000000

Flow routing

Type FlowRoute.

Analyse drainage without changing the terrain. Routes water with D8, random D8, multiple flow directions or D-infinity over filled, carved or basin-linked depressions, and exports flow, channels, height above drainage, wetness, lake depth, drainage basins and stream order. Every mask is scaled by an explicit area or height, not by its own maximum.

  • Inputs: terrain (elevation), rainfall (mask, optional)
  • Outputs: terrain (elevation), flow (mask), channels (mask), hand (mask), wetness (mask), lakes (mask), basins (colour), order (mask)
ParameterDefaultAllowed
Flow method methodMFDD8, RandomD8, MFD, DInf
Slope exponent (MFD, random D8) mfdExponent1.10.1 to 10, step 0.1
Depressions depressionsFillFill, Carve, Basins
Channel threshold (m²) channelArea200000100 to 10000000000, step 10000
Flow mask white at (m²) flowArea100000001 to 10000000000, step 10000
Height above drainage white at (m) handRange500.1 to 5000, step 1
Wetness index white at wetnessRange201 to 50, step 1
Lake depth white at (m) lakeRange200.1 to 5000, step 1
Stream order white at orderRange6whole numbers 1 to 12
Seed (random D8) seed0whole numbers 0 to 1000000
Compute device (D8 accumulation) compute
Runtime only: chooses the device, not the result.
autoauto, cpu, gpu

Hydro fix

Type HydroFix.

Make the terrain drain: cut outlets through the barriers of closed depressions (least-cost breaching), up to a maximum cut depth and length, and fill whatever is left. Every cell then drains to the map edge. Breach and fill masks show the changes.

  • Inputs: terrain (elevation)
  • Outputs: terrain (elevation), breach (mask), fill (mask)
ParameterDefaultAllowed
Method methodHybridHybrid, Breach, Fill
Maximum cut depth (m) maxDepth300 to 5000, step 1
Maximum cut length (m) maxLength20000 to 100000, step 50
Masks white at (m) depthRange100.01 to 5000, step 1

Lake shore

Type LakeShore.

Shape lake shores without changing lake levels: sandy beaches with a Dean equilibrium profile under water and a berm above it, rocky shores with a wave-cut bench and notch, reed shelves in sheltered bays. Fetch (open water upwind) scales the closure depth, berm and bench. Lakes come from FlowRoute, Lakes or Lake, or are found when the input is not connected.

  • Inputs: terrain (elevation), lakes (mask, optional)
  • Outputs: terrain (elevation), beach (mask), rockyShore (mask), wetland (mask), shoreDistance (mask)
ParameterDefaultAllowed
Steepest beach shore (°) beachSlope150 to 60, step 1
Rocky shore from (°) rockSlope250 to 80, step 1
Dean profile A (m^1/3) deanA0.10.02 to 0.5, step 0.01
Closure depth at 1 km fetch (m) closureDepth20.1 to 20, step 0.1
Berm height (m) berm10 to 5, step 0.1
Beach face angle (°) faceAngle61 to 20, step 0.5
Berm width at 1 km fetch (m) bermWidth120 to 100, step 1
Bench width at 1 km fetch (m) benchWidth60 to 50, step 0.5
Bench depth (m) benchDepth10 to 5, step 0.1
Wind blows towards (°) windDirection450 to 360, step 5
Reed shores reeds10 to 1, step 0.05
Sheltered below fetch (m) reedFetch3001 to 10000, step 10
Reed belt width (m) reedWidth251 to 500, step 1
Minimum lake area (m²) minLakeArea200000 to 1000000000, step 1000
Minimum lake depth (m) minLakeDepth10 to 1000, step 0.1
Shore distance white at (m) shoreRange1001 to 5000, step 10

Sea and coast

Type Sea.

Floods the terrain below a sea level from the map edge and shapes the coast. Exposed rocky shores retreat into wave-cut platforms below cliffs; gentle shores get Dean equilibrium beaches out to the closure depth with a berm above the waterline. Exposure comes from the open-water fetch towards the swell. All lengths are in metres, so the coast keeps its size at every resolution.

  • Inputs: terrain (elevation), hardness (mask, optional)
  • Outputs: terrain (elevation), shore (mask), beach (mask), cliff (mask), seaMask (mask)
ParameterDefaultAllowed
Sea level reference levelModecoveragecoverage, absolute
Share of the map under the sea levelFraction0.20 to 0.95, step 0.01
Sea level (m, absolute reference) seaLevel40-5000 to 15000, step 1
Swell from (°, 0 = east, 90 = south) swellFrom135-360 to 360, step 5
Fully exposed at fetch (m) referenceFetch30000100 to 1000000, step 1000
Open sea beyond the map edge (m) openSeaFetch1000000 to 10000000, step 1000
Tidal range (m) tidalRange2.50 to 15, step 0.5
Time at this sea level (years) ageYears60000 to 200000, step 500
Cliff retreat, exposed (m/yr) cliffRetreatRate0.050 to 2, step 0.01
Rocky above slope (°) cliffAngle305 to 80, step 1
Beach below slope (°) beachSlope80 to 45, step 1
Cliff face (°) cliffFace7035 to 89, step 1
Rock band size (m) lithologyScale70050 to 20000, step 50
Hard/soft rock contrast lithologyContrast0.60 to 1, step 0.05
Beaches in bays bayBeaches10 to 2, step 0.1
Dean A, grain (m^1/3) deanA0.10.03 to 0.5, step 0.01
Closure depth, exposed (m) closureDepth100.5 to 40, step 0.5
Beach face (°) beachFace51 to 20, step 0.5
Berm height, exposed (m) bermHeight2.50 to 10, step 0.5
Berm width, exposed (m) bermWidth400 to 500, step 5
Alongshore smoothing (m) alongshore15010 to 5000, step 10
Shore mask width (m) shoreWidth401 to 2000, step 5
Seed offset seed0whole numbers 0 to 1000000

Select

Nodes that turn a heightfield into a mask, or combine masks. Several of these feed biome rules and paint layers.

Imported mask

Type MaskFile.

Read a grayscale selection image. Integer samples map to 0–1; float samples are clamped. Range mode stretches the source minimum/maximum. Row zero is north.

  • Inputs: none
  • Outputs: mask (mask)
ParameterDefaultAllowed
Source image assetnonea raster embedded in the definition
Mask decoding encodingnormalizednormalized, range
Fit to world fitstretchstretch, crop
Resampling samplinglinearlinear, nearest
Flip east / west flipXoffon or off
Flip north / south flipYoffon or off

Height selector

Type HeightMask.

Select a band of elevation with feathered edges. White includes, black excludes.

  • Inputs: terrain (elevation)
  • Outputs: mask (mask)
ParameterDefaultAllowed
From (m) low800-5000 to 15000, step 50
To (m) high1900-5000 to 15000, step 50
Feather (m) feather1500 to 3000, step 10

Slope selector

Type SlopeMask.

Select a slope band in degrees, measured at this graph's sampling resolution.

  • Inputs: terrain (elevation)
  • Outputs: mask (mask)
ParameterDefaultAllowed
From (°) low250 to 89, step 1
To (°) high901 to 90, step 1
Feather (°) feather80 to 45, step 1

Radial falloff

Type RadialMask.

A circular inclusion mask in world metres. Useful for islands and local operations.

  • Inputs: none
  • Outputs: mask (mask)
ParameterDefaultAllowed
Radius (m) radius280010 to 100000, step 100
Feather (m) feather12001 to 100000, step 100
Centre X (m) x0-50000 to 50000, step 100
Centre Y (m) y0-50000 to 50000, step 100

Combine masks

Type MaskCombine.

Combine two selection masks, clamped to zero through one.

  • Inputs: a (mask), b (mask)
  • Outputs: mask (mask)
ParameterDefaultAllowed
Operation modemultiplymultiply, max, min, add, subtract

Invert mask

Type Invert.

Swap included and excluded areas.

  • Inputs: mask (mask)
  • Outputs: mask (mask)

No parameters.

Shape mask

Type ShapeMask.

Place a circle, ellipse or box mask with feathered edges. White includes the selected area.

  • Inputs: none
  • Outputs: mask (mask)
ParameterDefaultAllowed
Centre X (m) x0-100000 to 100000, step 100
Centre Y (m) y0-100000 to 100000, step 100
Rotation (°) angle0-360 to 360, step 5
Shape shapeellipseellipse, box
Width (m) width260010 to 100000, step 100
Length (m) length260010 to 100000, step 100
Feather (m) feather3500 to 20000, step 50

Distance mask

Type DistanceMask.

Distance to a mask boundary in world metres. Use the falloff outside a feature, or increasing distance inside it.

  • Inputs: mask (mask)
  • Outputs: mask (mask)
ParameterDefaultAllowed
Region modeoutsideoutside, inside, both
Falloff distance (m) distance5001 to 100000, step 25
Mask threshold threshold0.50 to 1, step 0.05

Curvature selector

Type CurvatureMask.

Convex ridges and concave hollows from the Laplacian of a smoothed heightfield. This uses mean curvature response, not separate plan/profile modes.

  • Inputs: terrain (elevation)
  • Outputs: convex (mask), concave (mask)
ParameterDefaultAllowed
Radius (m) radius800 to 3000, step 10
Sensitivity (m) sensitivity5001 to 100000, step 50

Facing direction

Type AspectMask.

Select slopes facing a compass angle: 0° is +X, 90° is +Y. Flat areas are excluded.

  • Inputs: terrain (elevation)
  • Outputs: mask (mask)
ParameterDefaultAllowed
Facing direction (°) angle0-360 to 360, step 5
Angular half width (°) width601 to 180, step 5
Angle feather (°) feather150 to 90, step 5

Peaks & ridges

Type PeaksMask.

Select positive relief above the local average. Radius sets the scale of ridges to include.

  • Inputs: terrain (elevation)
  • Outputs: mask (mask)
ParameterDefaultAllowed
Radius (m) radius3500 to 3000, step 10
Relief contrast (m) contrast1001 to 2000, step 10

Compare heights

Type CompareMask.

Compare two elevations with a tolerance and a soft transition. White marks the selected relation.

  • Inputs: a (elevation), b (elevation)
  • Outputs: mask (mask)
ParameterDefaultAllowed
Comparison modeaboveabove, below, equal
Tolerance (m) tolerance10 to 2000, step 1
Feather (m) feather100 to 1000, step 5

Normal map

Type Normals.

Tangent-space normal map for Unreal materials, packed 0..1 (x east in red, y south in green for DirectX, z up in blue). Measure scale smooths the surface over a Gaussian radius in metres first, so preview and build grids give the same map.

  • Inputs: terrain (elevation)
  • Outputs: normals (RGB data)
ParameterDefaultAllowed
Measure scale (m) measureScale00 to 1000, step 1
Strength strength10 to 20, step 0.1
Green channel conventionDirectXDirectX, OpenGL

Ambient occlusion

Type Occlusion.

Horizon-based ambient occlusion over a radius in metres: 1 under open sky, darker in pits, valley floors and at the foot of cliffs. Planes are fully open whatever their slope. Sampled at fixed distances in metres, so preview and build grids agree.

  • Inputs: terrain (elevation)
  • Outputs: mask (mask)
ParameterDefaultAllowed
Radius (m) radius2501 to 10000, step 10
Directions directions168, 16
Strength strength10 to 4, step 0.05
Measure scale (m) measureScale150 to 1000, step 1

Relative height selector

Type RelativeHeight.

Select by relative height instead of absolute metres, so the selection survives changes upstream. Normalized: position between the robust low and high of this terrain. Height above drainage: metres above the nearest stream. Topographic position: valley (low) to ridge (high) at a neighbourhood radius. The band is in the 0..1 units of the value output.

  • Inputs: terrain (elevation)
  • Outputs: mask (mask), value (mask)
ParameterDefaultAllowed
Measure modenormalizednormalized, hand, tpi
From (0..1) low00 to 1, step 0.01
To (0..1) high0.30 to 1, step 0.01
Feather (0..1) feather0.10 to 1, step 0.01
Normalized: low percentile lowPercentile10 to 50, step 0.5
Normalized: high percentile highPercentile9950 to 100, step 0.5
Drainage: channel threshold (m²) channelArea200000100 to 10000000000, step 10000
Drainage: value 1 at (m) handRange1000.1 to 5000, step 1
Position: radius (m) radius50010 to 20000, step 10
Position: value 0/1 at (std. dev.) tpiRange20.1 to 10, step 0.1

Rock map

Type RockMap.

Where bare rock shows: steep faces above the angle where soil holds, and convex crests and edges on steep ground, plus an optional exposed-rock input. Slope and curvature are measured over a scale in metres, so preview and build grids agree.

  • Inputs: terrain (elevation), exposedRock (mask, optional)
  • Outputs: mask (mask)
ParameterDefaultAllowed
Measure scale (m) measureScale200 to 1000, step 1
Rock starts at (°) rockSlope320 to 89, step 1
All rock above (°) cliffSlope501 to 90, step 1
Crests weight convexityWeight0.50 to 2, step 0.05
Curvature white at (1/m) curvatureRef0.0040.0001 to 1, step 0.0005
Exposed rock weight exposedWeight10 to 4, step 0.05

Soil map

Type SoilMap.

Where soil and sediment lie: gentle slopes, hollows and valley floors, drainage paths and deposition. Slope and curvature are measured over a scale in metres and flow by specific catchment area, so preview and build grids agree. Without a flow input the node routes the terrain itself.

  • Inputs: terrain (elevation), flow (mask, optional), deposition (mask, optional)
  • Outputs: mask (mask)
ParameterDefaultAllowed
Measure scale (m) measureScale200 to 1000, step 1
Full soil below (°) soilSlope200 to 89, step 1
Bare above (°) bareSlope401 to 90, step 1
Soil on plain slopes baseSoil0.50 to 1, step 0.05
Hollows weight concavityWeight0.350 to 1, step 0.05
Curvature white at (1/m) curvatureRef0.0040.0001 to 1, step 0.0005
Flow weight flowWeight0.350 to 1, step 0.05
Flow white at catchment (m) flowRef50001 to 10000000, step 100
Deposition weight depositionWeight10 to 4, step 0.05

Color

Colour and packed-data outputs for materials. They do not change the terrain.

Terrain palette

Type Palette.

Map terrain elevation or an optional mask guide through an original five-color ramp. These are authored palettes, not satellite imagery.

  • Inputs: terrain (elevation), guide (mask, optional)
  • Outputs: color (colour)
ParameterDefaultAllowed
Palette palettealpinealpine, desert, moss, volcanic, custom
Elevation range rangerelativerelative, absolute
Low elevation (m) low0-10000 to 20000, step 50
High elevation (m) high2200-10000 to 20000, step 50
Guide enhancement enhancenonenone, autolevel, equalize
Ramp bias bias10.1 to 8, step 0.05
Reverse ramp reverseoffon or off
Custom color at 0% color0#343e29an sRGB colour
Custom color at 25% color1#667047an sRGB colour
Custom color at 50% color2#948977an sRGB colour
Custom color at 75% color3#c3bcaean sRGB colour
Custom color at 100% color4#e7e8e3an sRGB colour

Solid color

Type SolidColor.

A uniform sRGB color for masked biome and surface layers.

  • Inputs: none
  • Outputs: color (colour)
ParameterDefaultAllowed
Color color#aaa08can sRGB colour

Two-color tint

Type Tint.

Map a mask between two sRGB colors. Input enhancement is explicit and off by default.

  • Inputs: mask (mask)
  • Outputs: color (colour)
ParameterDefaultAllowed
Dark color start#3c4933an sRGB colour
Light color end#ded5b6an sRGB colour
Mask enhancement enhancenonenone, autolevel, equalize
Reverse ramp reverseoffon or off

Blend colors

Type ColorCombine.

Blend two color layers through opacity and an optional mask. Linear-light mixing is the default; artistic sRGB blending is also available.

  • Inputs: a (colour), b (colour), mask (mask, optional)
  • Outputs: color (colour)
ParameterDefaultAllowed
Operation modemixmix, multiply, screen, overlay, soft_light, hard_light, add, subtract, difference, min, max
Opacity amount10 to 1, step 0.05
Blend space spacelinearlinear, srgb

Adjust color

Type ColorAdjust.

Hue rotation, saturation, lightness and gamma for sRGB colors. A mask limits adjustments; packed data is a separate type.

  • Inputs: color (colour), mask (mask, optional)
  • Outputs: color (colour)
ParameterDefaultAllowed
Hue shift (°) hue0-360 to 360, step 5
Saturation scale saturation10 to 3, step 0.05
Lightness shift lightness0-1 to 1, step 0.05
Gamma gamma10.1 to 5, step 0.05

Pack RGB masks

Type RGBMerge.

Pack R/G/B masks as linear data. No gamma conversion. Each channel can optionally be enhanced; leave None for calibrated masks.

  • Inputs: r (mask), g (mask), b (mask)
  • Outputs: packed (RGB data)
ParameterDefaultAllowed
R enhancement enhancernonenone, autolevel, equalize
G enhancement enhancegnonenone, autolevel, equalize
B enhancement enhancebnonenone, autolevel, equalize

Unpack RGB masks

Type RGBSplit.

Recover the exact R/G/B masks from packed linear data. The average output is an arithmetic mean. Color textures are a distinct type.

  • Inputs: packed (RGB data)
  • Outputs: r (mask), g (mask), b (mask), average (mask)

No parameters.

Export

The node whose terrain becomes the build output.

Terrain output

Type Output.

The height field used for builds. Water routing and paint maps run after this node.

  • Inputs: terrain (elevation)
  • Outputs: terrain (elevation)

No parameters.

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