What it does
Cut downhill gullies into rolling hills before turning them into solid ground. Erode follows the slope of a height field, giving broad hills a more worn, channelled surface.
Build a height with 2D noise, Scale and Offset, then connect it to Input. Try gentle Strength first. Talus, which smooths local peaks and hollows, can soften the result without moving sediment across the landscape.
The output is still a height. Subtract Y with Subtract to make ground, then add caves or overhangs afterwards. Base Height already depends on Y and cannot be used as the input here.
In 3D
The same output in relief: each value becomes a height, coloured like the map above. Drag to look around.
Inputs and outputs
| Name | Type | Default | What it changes |
|---|---|---|---|
| Inputs | |||
| Input | Density | A height in blocks that stays the same at every Y; excludes biome and placement context. | |
| Settings | |||
| Strength | Real | 24.0 · 0–128 | Higher values deepen the carving and strengthen local smoothing. |
| Scale | Real | 64.0 · 4–4096 | Higher values spread the channels further apart. |
| Channel width | Real | 0.45 · 0.05–1 | Higher values make channels wider and softer. |
| Octaves | Integer | 3 · 1–6 | Adds finer layers of channels. |
| Ridge detail | Real | 0.25 · 0–1 | Higher values allow more fine carving away from existing channels. |
| Talus | Real | 0.35 · 0–1 | Higher values smooth local peaks and fill small hollows more strongly. |
| Seed | Integer | 1977 | Changes the channel pattern independently of the source hills. |
| Output | |||
| Output | Density | The carved and smoothed height, still independent of Y. | |
Example
Carve gullies into a rolling height field, then subtract Y to form solid ground.
Good to know
Shape the channels first
Adjust Scale until the gullies fit the size of your hills. Then tune Channel width before increasing Strength.
Keep the source simple
Erode reads its input at several nearby positions. Stacking erosion nodes makes previews slower, so try tuning one before adding another.