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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.