Skip to content

Debris / Rocks ​

Vegetation vegetation.debris

Scatters rocks where they collect: talus below cliffs and steep slopes (or the Talus input, e.g. Thermal Erosion's Debris) and a population's Dead zones. Outputs a Density mask and one point per rock.

Debris / Rocks with default settings

Output with default settings, rendered by LibreTerrain.

Inputs ​

PortType
TerrainHeightfield
TalusMaskOptional
Dead zonesMaskOptional
Allowed areaMaskOptional

Outputs ​

PortType
DensityMask
PointsPoints

Settings ​

SettingDefaultRange / optionsDescription
SpeciesrockName written with each point in exported point files (e.g. scots_pine), so import scripts can pick the matching mesh.
Coverage Mask port0.80 to 1Density where debris gathers most.
Shedding slope32 °0 to 90 °Slopes steeper than this shed rocks (when no Talus input is connected).
Reach60 m0 to 2,000 mHow far rocks roll out from steep ground, in metres (without a Talus input).
Talus10 to 1How much debris lies on talus (the Talus input, or ground below steep slopes).
Dead zones10 to 1How much debris lies in dead zones (Dead zones input).
Patches0.40 to 1Groups plants into clumps and clearings. 0 = even cover.
Patch size50 m5 to 20,000 mTypical size of clumps and clearings, in metres.
Spacing4 m0.25 to 1,000 mMinimum distance between two points, in metres.
Rotation min0 °0 to 360 °Each point turns by a random angle between Rotation min and max.
Rotation max360 °0 to 360 °
Scale min0.40.01 to 100Each point gets a random scale between Scale min and max (1 = the mesh as modelled).
Scale max1.80.01 to 100
Seed00 to 999,999Change for a different variation.

Mask ports

Settings marked Mask port can be driven by a mask. Click the setting's Mask port button and connect a mask to the new green input: black scales the value to 0, white keeps the value you set.

See also ​

Grass · Shrubs · Trees

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