Seen from above at Y 64, 768 × 256 blocks

Terrain

Erode

Carves downhill gullies into a height field and locally rounds peaks or fills hollows.

density.erode

ErodeStrength24.0Scale64.0Channel width0.45Octaves3Ridge detail0.25Talus0.35Seed1977InputOutput

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.

Drag to look around · 256 × 256 blocks

Inputs and outputs

NameTypeDefaultWhat it changes
Inputs
InputDensityA height in blocks that stays the same at every Y; excludes biome and placement context.
Settings
StrengthReal24.0 · 0–128Higher values deepen the carving and strengthen local smoothing.
ScaleReal64.0 · 4–4096Higher values spread the channels further apart.
Channel widthReal0.45 · 0.05–1Higher values make channels wider and softer.
OctavesInteger3 · 1–6Adds finer layers of channels.
Ridge detailReal0.25 · 0–1Higher values allow more fine carving away from existing channels.
TalusReal0.35 · 0–1Higher values smooth local peaks and fill small hollows more strongly.
SeedInteger1977Changes the channel pattern independently of the source hills.
Output
OutputDensityThe carved and smoothed height, still independent of Y.

Example

Octave Simplex 2DSeed7Scale96.0Octaves4Persistence0.5Lacunarity2.0Scale DensityFactor40.0InputOutputOffset DensityOffset64.0InputOutputErodeStrength24.0Scale64.0Channel width0.45Octaves3Ridge detail0.25Talus0.35Seed1977InputOutputCoordinateAxisY ⏷Subtract DensitiesAOutputB

Erode

Octave Simplex 2DSeed7Scale96.0Octaves4Persistence0.5Lacunarity2.0Scale DensityFactor40.0InputOutputOffset DensityOffset64.0InputOutputErodeStrength24.0Scale64.0Channel width0.45Octaves3Ridge detail0.25Talus0.35Seed1977InputOutputCoordinateAxisY ⏷Subtract DensitiesAOutputB

Drag to pan · scroll or pinch to zoom

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.

See also