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Terrain Nodes

FEATURES:

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.
Cache system calculated nodes are cached and reused unless settings change.
See Erosion as it happens as a 3D mesh and / or Image.
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.
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.
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.
Diffusion Reaction
Diffusion Plates - This a new experimental node that grows terrain at a chosen angle (not based on any natural process).
Solidification Over many years sediment begins to harden this converts sediment back into terrain.
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!
Bake Vertex and Color data to a grid object (like bank to the ANT Landscape mountain).
Export layers as either single images or as channels packed into an image.
Procedural Texture Nodes and Math Node for generating complex noise based terrain (there will be a lot more improvements in this area).
And lots of other small "features", like making sure the user does not crash when running out of GPU ram and so on :)
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