The 3D Handbook
Key term

Heightfield erosion

Simulating water and weathering on a terrain heightmap to carve valleys, gullies and sediment fans, and exporting masks of where material was removed and deposited for texturing and scattering.

terrainproceduralenvironment-arthoudinigaea

Heightfield erosion is a simulation that runs over a terrain heightmap, moving material the way rain, rivers and gravity do: it cuts channels where water collects, wears down ridges and drops sediment at the bottom of slopes. SideFX describes its node as one that "Simulates hydraulic and thermal erosion at a specific scale to create more realistic terrain" (Houdini Documentation: HeightField Erode geometry node). QuadSpinner calls the erosion node in Gaea "the cornerstone of all terrains" (Gaea Documentation: Erosion).

Erosion makes a noise-based heightmap read as natural land. For the terrain system that receives the result, see terrain and landscapes.

#Two kinds of erosion

#Erosion masks

Erosion tools also record where material went, and those masks drive texturing and scattering.

A cross-section of a hill. A dashed line shows the smooth original profile; a solid line shows the eroded one. Orange areas on the upper slopes mark material removed; grey areas at the foot of the slopes mark deposited sediment. A blue arrow runs down the slope labelled flow.
Wear, deposits and flow, the three masks most erosion tools export. Rock goes where material was removed; soil, scree and vegetation go where it settled. Illustrative profile.Diagram by the handbook author
Gaea output What it marks Source
Wear "The portions where erosion removes sediments" (Gaea Documentation)
Deposits "The resting position of those sediments" (Gaea Documentation)
Flow "The path of the sediments from their original location to the final resting position" (Gaea Documentation)

Houdini generates eroded height plus sediment, debris, flow and flowdir layers (Houdini Documentation: HeightField Erode geometry node). Gaea notes that its masks can be "used for texturing, or for driving other nodes", but warns that Flow "tends to create unrealistic textures and can make your terrain look fake and "CG"" if overused (Gaea Documentation: Erosion). Feed these masks into your terrain layers.

#Scale and resolution

Erosion has a physical scale, and it has to match your world.

  • Gaea's Feature Scale sets "the lateral size of the largest erosion features in meters: width of largest valleys and ridges between them", and Real Scale can read the scale from the terrain definition (Gaea Documentation: Erosion). Its default Duration of 0.04 "is enough for most cases" (Gaea Documentation: Erosion).
  • Houdini keeps features similar when you change resolution, but "The smallest possible feature size is 3× the input terrain's voxel size" (Houdini Documentation: HeightField Erode geometry node).
  • Previews match the final build. Gaea says "a 512 x 512 preview build will maintain essential parity for all major erosion features" compared with a 4K or 8K build (Gaea Documentation: Erosion), so you can iterate fast and build big at the end.

#Building erosion at several scales

Real terrain is eroded at every scale at once. Houdini's documentation suggests: "You can chain Numerous HeightField Erode nodes together to create erosion features at multiple scales", and recommends freezing each result once it looks right, because unfrozen chained nodes "may not cook sequentially" (Houdini Documentation: HeightField Erode geometry node).

Gaea's output can vary between runs with parallel processing; turn on Deterministic when you need repeatable results, at some cost in speed (Gaea Documentation: Erosion).

The blue areas are terrain geometry; everything else is instanced rocks and meshes. Close to the player, erosion is built rather than simulated.Jared Sobotta, via ArtStation

#How to make one

The steps below erode a 4 × 4 km mountain range in Gaea and bring it into a game engine. A Houdini version follows.

Gaea

  1. Start from a base shape. Use a mountain or noise node, or a real-world elevation map, and set the terrain's size so Real Scale can read it (Gaea Documentation: Erosion).
  2. Add an Erosion node and set Feature Scale. Feature Scale is "the lateral size of the largest erosion features in meters: width of largest valleys and ridges between them" (Gaea Documentation: Erosion). For a 4 km range, try 1,000–2,000 m for the main valleys (example values).
  3. Keep Duration short. The default of 0.04 "is enough for most cases" (Gaea Documentation: Erosion); longer runs tend to over-erode.
  4. Iterate at low resolution. A "512 x 512 preview build will maintain essential parity for all major erosion features" with a 4K or 8K build (Gaea Documentation: Erosion), so tune at 512 and build big at the end.
  5. Add a second, smaller pass. Chain another erosion at a smaller Feature Scale (for example 100–200 m) for gullies on the slopes. Houdini's documentation recommends the same multi-scale chaining (Houdini Documentation: HeightField Erode geometry node).
  6. Turn on Deterministic for the final build so the result repeats between runs (Gaea Documentation: Erosion).
  7. Export height and masks. Export the height at 16 bits, plus the Wear, Deposits and Flow masks (Gaea Documentation: Erosion). Use Flow sparingly; Gaea warns that it can make terrain look "fake and "CG"" (Gaea Documentation: Erosion).
  8. Import and texture. Import the heightmap as the engine's landscape and use Wear for rock and Deposits for soil and scree as layer weights. See terrain layers and splat maps.

Houdini

Use a HeightField Erode node, set hydraulic and thermal strengths (either can be 0), and read the sediment, debris, flow and flowdir layers it outputs (Houdini Documentation: HeightField Erode geometry node). Remember that the smallest feature it can make is "3× the input terrain's voxel size" (Houdini Documentation: HeightField Erode geometry node), and freeze each pass in a chain so the nodes cook in order (Houdini Documentation: HeightField Erode geometry node).

#Video tutorials

#Use in recent games

  • Star Wars Jedi: Survivor (Respawn, 2023). Senior skybox artist Eric Yi Lin calls Gaea his "go-to program" for erosion. On Koboh he used it to build the eroded, sloped bases of large rocks, "a connecting piece between the rocks and the ground", then sculpted the sharp peaks in ZBrush; Gaea also produced distant mountains and moon terrain for cinematics (QuadSpinner Blog: Artist Spotlight: Eric Yi Lin).
  • The Last of Us Part I (Naughty Dog, 2022). Jared Sobotta's breakdown shows erosion built rather than simulated close to the player: prototype meshes, terrain geometry and instanced rocks, with a height map displacing the terrain for thicker erosion lines (see the views box above) (ArtStation: Erosion Breakdown).
The kit of eroded embankment pieces, modelled by Anthony Vaccaro, that was placed over the terrain. Compare their gullies and overhangs with what a heightfield at metre-scale resolution can store.Jared Sobotta, via ArtStation
A sculpted and decimated cliff edge of about 5,000 faces. Rock faces like this one sit on top of an eroded heightfield where the slope is too steep for the terrain itself.Nicolas Cayré, via Sketchfab

#Common mistakes

Related: terrain layers and splat maps, sculpting rocks and cliffs, modeling rocks, trees and terrain pieces, vegetation and procedural tools.

#Further reading and watching

References

  1. SideFX · HeightField Erode geometry node · Houdini Documentation, 2026 · docs · accessed 2026-10-21
  2. QuadSpinner · Erosion · Gaea Documentation, 2026 · docs · accessed 2026-10-21
  3. Marcin Gollent (CD Projekt RED) · Landscape Creation and Rendering in REDengine 3 · GDC 2014 (GDC Vault), 2014 · talk · accessed 2026-10-21
  4. Jared Sobotta · Erosion Breakdown · ArtStation, 2023 · web · accessed 2026-10-21
  5. Klaus · Gaea Beginner Tutorial Series : Part 6 - Importing to Unreal Engine/ Blender · YouTube · video · accessed 2026-10-22
  6. Cynthia Najim (QuadSpinner) · Artist Spotlight: Eric Yi Lin · QuadSpinner Blog, 2023 · article · accessed 2026-10-22

Last updated 2026-10-22