Rivers
Simulatesimulate.riversCarves 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.

Output with default settings, rendered by LibreTerrain.
Inputs
| Port | Type | |
|---|---|---|
| Terrain | Heightfield |
Outputs
| Port | Type | |
|---|---|---|
| Height | Heightfield | |
| Water surface | Heightfield | |
| River | Mask | |
| Riverbank | Mask |
Settings
| Setting | Default | Range / options | Description |
|---|---|---|---|
| Source area | 0.5 km² | 0.001 to 10,000 km² | Area that must drain through a point before a river starts there. Smaller values give more, smaller streams. |
| Width | 40 m | 0.1 to 5,000 m | Width of the largest rivers (draining 1000 × Source area), in metres. Streams start at a tenth of this. |
| Depth | 4 m | 0 to 500 m | Depth of the largest rivers below their water surface, in metres. |
| Bank width | 20 m | 0 to 5,000 m | Width of the sloping bank beside each river, and of the Riverbank mask. |
| Meander | 30 m | 0 to 1,000 m | How far rivers wander from the valley line, in metres, in bends about 12 times as long. 0 follows the drainage exactly. |
| Detail size | 8 m | 1 to 1,000 m | Cell 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
