FEATURES:
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Very fast GPU powered erosion on massive scales Resolution of terrain erosion will depend on GPU RAM. From experiments 2GBs was enough for 4096 x 4096 resolution, but your results may very. On my GeForce GTX 1070 8GB GPU it only takes 3-4 seconds to erode 512x512 terrain, with every erosion setting enabled.
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Cache system calculated nodes are cached and reused unless settings change.
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See Erosion as it happens as a 3D mesh and / or Image.
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Hydro Erosion - 2D water simulation runs down slopes and picks up sediment, slowly (or quickly) eroding the terrain. Sediment is deposited in lower areas or where speed of water flow is reduced.
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Thermal and Sediment Slope Erosion - Thermal erosion erodes steep edges, smoothing out the landscape. Converting terrain and rock to sediment. The sediment slope erosion moves sediment down until a stable slope is reached.
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Dissolution Erosion - Dissolution is chemical erosion in slow moving bodies of water. For example a lake will slowly erode the rock and terrain around it, forming smooth bed.
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Diffusion Reaction
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Diffusion Plates - This a new experimental node that grows terrain at a chosen angle (not based on any natural process).
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Solidification Over many years sediment begins to harden this converts sediment back into terrain.
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Fast import of ANT Landscape objects, or any object that is a perfect grid when looking from the top view down (so only displaced in z-axis). If you are used to using other landscape generating tools, but not satisfied with their erosion capabilities or level of resolution then this is for you!
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Bake Vertex and Color data to a grid object (like bank to the ANT Landscape mountain).
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Export layers as either single images or as channels packed into an image.
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Procedural Texture Nodes and Math Node for generating complex noise based terrain (there will be a lot more improvements in this area).
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And lots of other small "features", like making sure the user does not crash when running out of GPU ram and so on :)

