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Rivers ​

Simulate simulate.rivers

Carves river channels where the water draining through a point exceeds Source area, widening and deepening downstream. Rivers run to the world's edges, crossing hollows at their spill level. Outputs the carved Height, the Water surface, the River mask and a Riverbank mask.

Rivers with default settings

Output with default settings, rendered by LibreTerrain.

Inputs ​

PortType
TerrainHeightfield

Outputs ​

PortType
HeightHeightfield
Water surfaceHeightfield
RiverMask
RiverbankMask

Settings ​

SettingDefaultRange / optionsDescription
Source area0.5 km²0.001 to 10,000 km²Area that must drain through a point before a river starts there. Smaller values give more, smaller streams.
Width40 m0.1 to 5,000 mWidth of the largest rivers (draining 1000 × Source area), in metres. Streams start at a tenth of this.
Depth4 m0 to 500 mDepth of the largest rivers below their water surface, in metres.
Bank width20 m0 to 5,000 mWidth of the sloping bank beside each river, and of the Riverbank mask.
Meander30 m0 to 1,000 mHow far rivers wander from the valley line, in metres, in bends about 12 times as long. 0 follows the drainage exactly.
Detail size8 m1 to 1,000 mCell size water is routed at, in metres: about the width of the smallest streams. Smaller is slower. The result is the same at any preview or build resolution.

See also ​

Hydraulic Erosion · Lakes · Sea · Snow · Thermal Erosion

Code dual-licensed MIT / Apache-2.0. "LibreTerrain" and its logo belong to EllisonDigital.