Derive nodes
Measure terrain shape and turn it into reusable procedural masks.
8 nodes
Aspect
Which way a slope faces, as a compass bearing: 0 north, 0.25 east, 0.5 south, 0.75 west. Drives sun-facing and shade-facing material differences.
Curvature
Convexity: 0.5 is flat, above is ridges and spurs, below is hollows and channels. The mask that tells exposed ground from sheltered ground.
Deposits
Where loose material settles: flat, concave ground with water running through it. Feeds Texturize's Deposits port for scree and silt.
Flow Map
Drainage: how much upslope ground funnels through each point. Bright lines are watercourses. Wire it into Texturize's Flow port to place riverbed materials.
Occlusion
How much open sky a point sees: 1 on an exposed ridge, low in a gorge. Good for damp, mossy or shaded materials, and for keeping snow out of overhangs.
Peaks
How far a point stands above its own surroundings, at the given radius. Isolates summits and crests independently of absolute height.
Slope
Steepness of the terrain. In Degrees the output is the real angle over 90, so 0.5 is a 45 degree face — which needs the map's proportions, and so responds to Max Height. Gradient is the raw rise over run.
Wear
Where bare rock is exposed — steep, convex ground sheds its soil. An analytic stand-in for an erosion simulation's rock mask.