Erosion
Atlas provides complementary weathering tools:
- Erosion analytically carves gullies and drainage from the input's slope and produces Ridge and Slope companion outputs.
- Thermal iteratively collapses slopes beyond an angle of repose and reports deposited material.
- Coastal Erosion finds ocean-connected coast and cuts a wave terrace while preserving inland lakes.
Place erosion after the main silhouette and before fine Roughen or Stratify detail. Simulations are more expensive than basic modifiers, so tune them at a lower preview resolution and raise it only to inspect the final result.
Use Erosion's companion outputs and Thermal's Deposits as material masks. Coastal Erosion needs a heightfield and can accept a Sea Level input; otherwise it uses its fallback parameter. Supply a realistic sea level before increasing strength or reach.
If the result becomes too narrow or leaves the useful 0–1 range, follow it with Autolevel, Adjust, or Clamp. Preserve a branch of the un-eroded height and use Blend to limit weathering with a mask.