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Using NodeScapes

Simulations

Nodes that run an algorithm as many times as the user sets.

Hydraulic Erosion

Simulates the effects of rain on terrain.

  • Speed is not affected by the terrain's Density Level like other nodes. Mainly the Number of Droplets, and Max Lifetime increases/decreases speed of processing.
  • Seed
    • Randomize the location of all the rain drops. Is NOT consistent.
  • Number of Droplets
    • Number of raindrops to simulate. Higher values increase simulation time
  • Erosion Speed
    • Affects how much sediment to erode (remove) from terrain
  • Max Droplet Lifetime
    • The maximum amount of time (iterations) the droplet has to complete its travel throughout the terrain. Higher values allow for more droplets to complete their paths, though the default value typically is enough. Higher values increase simulation time
  • Advanced
    • Inertia
      -
      The amount of inertia each drop starts with. Smaller values result in deeper grooves
    • Sediment Capacity Factor
      -
      Maximum amount of sediment each droplet can carry at a given time. Higher the faster the droplet is going. When capacity is met, droplet deposits sediment (adds a bit to the terrain)
    • Minimum Sediment Capacity
      -
      Amount of sediment the droplet will always carry
    • Deposit Speed
      -
      Affects how much sediment to deposit (add) to terrain
    • Evaporation Speed
      -
      Affects the lifetime of the droplet. Higher values reduce lifetime quicker
    • Gravity
      -
      Affects the speed of the water droplet.
    • Initial Water Volume
      -
      Initial size of each droplet
    • Initial Speed
      -
      Initial speed of each droplet

    Example

    Node Layout
    Node Layout.
    Base Geometry uneroded
    Base Geometry uneroded.
    After erosion
    After erosion.

    Understanding Erosion Settings

    Node Setup
    Node Setup.
    Base Geometry before Erosion
    Base Geometry before Erosion.

    Erosion Speed vs Number of Drops

    Default Settings used unless otherwise stated:

    • Number of Drops: 100,000;
    • Erosion Speed: 0.3;
    • Max Lifetime: 60;
    • Inertia: 0.5;
    • Sediment Capacity Factor: 4;
    • Minimum Sediment Capacity: 0.01;
    • Deposit Speed: 0.3;
    • Evaporation Speed: 0.01;
    • Gravity: 4;
    • Initial Water Volume: 1;
    • Initial Speed: 1;

    Placement of Math Nodes

    Shrinking the height of your plane often makes eroded meshes look more realistic. Here are examples of the differences when you place your multiply node (or other shortening node) before and after the erosion node:

    Multiply Before:

    Multiply Node before Erosion Node Layout
    Multiply Node before Erosion Node Layout.
    Multiply Node before Erosion: angled
    Multiply Node before Erosion: angled.
    Multiply Node before Erosion: top.
    Multiply Node before Erosion: top.

    Multiply After:

    Multiply Node after Erosion Node Layout
    Multiply Node after Erosion Node Layout.
    Multiply Node after Erosion: angled
    Multiply Node after Erosion: angled.
    Multiply Node after Erosion: top.
    Multiply Node after Erosion: top.

    Simulates the effects of rain on terrain.

  • Speed is not affected by the terrain's Density Level like other nodes. Mainly the Number of Droplets, and Max Lifetime increases/decreases speed of processing.
  • Seed
    • Randomize the location of all the rain drops. Is NOT consistent.
  • Number of Droplets
    • Number of raindrops to simulate. Higher values increase simulation time
  • Erosion Speed
    • Affects how much sediment to erode (remove) from terrain
  • Max Droplet Lifetime
    • The maximum amount of time (iterations) the droplet has to complete its travel throughout the terrain. Higher values allow for more droplets to complete their paths, though the default value typically is enough. Higher values increase simulation time
  • Advanced
    • Inertia
      -
      The amount of inertia each drop starts with. Smaller values result in deeper grooves
    • Sediment Capacity Factor
      -
      Maximum amount of sediment each droplet can carry at a given time. Higher the faster the droplet is going. When capacity is met, droplet deposits sediment (adds a bit to the terrain)
    • Minimum Sediment Capacity
      -
      Amount of sediment the droplet will always carry
    • Deposit Speed
      -
      Affects how much sediment to deposit (add) to terrain
    • Evaporation Speed
      -
      Affects the lifetime of the droplet. Higher values reduce lifetime quicker
    • Gravity
      -
      Affects the speed of the water droplet.
    • Initial Water Volume
      -
      Initial size of each droplet
    • Initial Speed
      -
      Initial speed of each droplet

    Example

    Node Layout
    Node Layout.
    Base Geometry uneroded
    Base Geometry uneroded.
    After erosion
    After erosion.

    Understanding Erosion Settings

    Node Setup
    Node Setup.
    Base Geometry before Erosion
    Base Geometry before Erosion.

    Erosion Speed vs Number of Drops

    Default Settings used unless otherwise stated:

    • Number of Drops: 100,000;
    • Erosion Speed: 0.3;
    • Max Lifetime: 60;
    • Inertia: 0.5;
    • Sediment Capacity Factor: 4;
    • Minimum Sediment Capacity: 0.01;
    • Deposit Speed: 0.3;
    • Evaporation Speed: 0.01;
    • Gravity: 4;
    • Initial Water Volume: 1;
    • Initial Speed: 1;

    Placement of Math Nodes

    Shrinking the height of your plane often makes eroded meshes look more realistic. Here are examples of the differences when you place your multiply node (or other shortening node) before and after the erosion node:

    Multiply Before:

    Multiply Node before Erosion Node Layout
    Multiply Node before Erosion Node Layout.
    Multiply Node before Erosion: angled
    Multiply Node before Erosion: angled.
    Multiply Node before Erosion: top.
    Multiply Node before Erosion: top.

    Multiply After:

    Multiply Node after Erosion Node Layout
    Multiply Node after Erosion Node Layout.
    Multiply Node after Erosion: angled
    Multiply Node after Erosion: angled.
    Multiply Node after Erosion: top.
    Multiply Node after Erosion: top.

    Smooth

    Average surrounding values for each Value once per Iteration

    • Iterations
      -
      The amount of times to go through and average the heights

    Example

    Node Layout
    Node Layout.
    Base Geometry unsmoothed
    Base Geometry unsmoothed.
    Smooth: 200, Edge
    Smooth: 200, Edge.
    Smooth: 200, Grid
    Smooth: 200, Grid.

    High Pass Filter

    Grabbing just the details. You then can add the result to other geometry to add details you wouldn’t normally have

    Node Layout
    Node Layout.
    Smooth: 200
    Smooth: 200.
    Smooth: 20
    Smooth: 20.
    Smooth: 2
    Smooth: 2.

    Average surrounding values for each Value once per Iteration

    • Iterations
      -
      The amount of times to go through and average the heights

    Example

    Node Layout
    Node Layout.
    Base Geometry unsmoothed
    Base Geometry unsmoothed.
    Smooth: 200, Edge
    Smooth: 200, Edge.
    Smooth: 200, Grid
    Smooth: 200, Grid.

    High Pass Filter

    Grabbing just the details. You then can add the result to other geometry to add details you wouldn’t normally have

    Node Layout
    Node Layout.
    Smooth: 200
    Smooth: 200.
    Smooth: 20
    Smooth: 20.
    Smooth: 2
    Smooth: 2.

    Thermal Erosion

    Simulates erosion of ice-bearing permafrost by the thermal action of moving water. Basically, this node goes through the surrounding vertices of each vertex and moves sediment from the current vertex to the lowest vertex.

    • Thermal Erosion’s speed is dependent on the resolution of the plane and the number of iterations.
    • Iterations
      -
      Number of times to go through all vertices
    • Erode Amount
      -
      Amount to move from the current vertex to the lowest

    Example

    Node Layout
    Node Layout.
    Base Geometry uneroded
    Base Geometry uneroded.
    After erosion
    After erosion.

    Understanding Erosion Settings

    Node Layout
    Node Layout.
    Geometry before Erosion
    Geometry before Erosion.

    Simulates erosion of ice-bearing permafrost by the thermal action of moving water. Basically, this node goes through the surrounding vertices of each vertex and moves sediment from the current vertex to the lowest vertex.

    • Thermal Erosion’s speed is dependent on the resolution of the plane and the number of iterations.
    • Iterations
      -
      Number of times to go through all vertices
    • Erode Amount
      -
      Amount to move from the current vertex to the lowest

    Example

    Node Layout
    Node Layout.
    Base Geometry uneroded
    Base Geometry uneroded.
    After erosion
    After erosion.

    Understanding Erosion Settings

    Node Layout
    Node Layout.
    Geometry before Erosion
    Geometry before Erosion.
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    Created:
    Monday, August 7, 2023
    updated:
    Wednesday, August 9, 2023

    True-VFX

    Author |
    Heather @ True-VFX
    Utility
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