This sample demonstrates how the Mountain erosion node works.
Select Help > Samples to access the sample project.
This sample shows a simple graph designed to create a single, procedural mountain. You can watch the corresponding video tutorial by selecting Help > Getting started video in the main menu.
We use a Perlin noise generator with only one level of detail to create the main shape of the terrain. We want to create a mountain, so we constrain the elevation using a smoothed half-sphere.
A ridged noise is used to add medium-scale details. The Apply curve node transforms the elevation via a hand-drawn control curve to add small details at every elevation.
We combine the main shape and the procedural details with a Blend node. We reshape the terrain to sharpen the peaks and also to flatten the base of the mountain.
Simulation nodes, such as mountain erosion or hydraulic erosion, increase the realism of the landscape by applying different effects to the terrain.
Note: Erosion nodes involve time-consuming processes.
Creating multiple landforms that can be combined in future projects is a useful work process. In this project, we focus on creating a single mountain that will be reused in the Composition project to create a more complex landscape.
When you want to create a reusable landform, you need your terrain to blend with a flat landscape and achieve 0 elevation at every border. In this example, we do so by multiplying the terrain with a bell shape.
This last node is the Export node, which produces a raster file representing the terrain. 8, 16 and 32 bits represent the precision of the output image. For terrains, it is recommended to use at least 16-bit elevations.
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