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Map Fickle Rivers v0.1

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Date Editor Before After
8/27/2026 11:26:07 AMEErankAdminAnarchid before revert after revert
8/27/2026 10:00:14 AMEErankAdminAnarchid before revert after revert
Before After
1 [img]https://i.imgur.com/Zl3XDzU.png[/img] 1 [img]https://i.imgur.com/Zl3XDzU.png[/img]
2 \n 2 \n
3 Essentially, this is Random Plateaus, but with a river network, and a significantly upgraded terrain shader that does 3 Essentially, this is Random Plateaus, but with a river network, and a significantly upgraded terrain shader that does
4 \n 4 \n
5 - splatdetail distribution 5 - splatdetail distribution
6 - height blending for texture boundaries 6 - height blending for texture transitions [spoiler][img]https://i. imgur. com/Zf3Seyo. png[/img][/spoiler]
7 - normals at full resolution 7 - normals at full resolution
8 - hydraulic erosion with scouring, deposition, and channel carving, which also uses the above three tricks, so that e.g. sediment is height-blended against the native minerals 8 - hydraulic erosion with scouring, deposition, and channel carving, which also uses the above three tricks, so that e.g. sediment is height-blended against the native minerals
9 [spoiler][img]https://i.imgur.com/6ayhc48.png[/img][/spoiler]
10 \n
11 Here's 5 consequent runs to calibrate what it looks like atm:
12 \n
13 [spoiler]
14 [img]https://i.imgur.com/wPv2E3I.jpeg[/img]
15 [img]https://i.imgur.com/oh5CRHt.png[/img]
16 [img]https://i.imgur.com/Ewmq0SP.png[/img]
17 [img]https://i.imgur.com/SL3wOom.jpeg[/img]
18 [img]https://i.imgur.com/FTSHV0j.png[/img]
19 [/spoiler]