The powerful Erosion function simulates weathering and aging effects, which increase the realism of your textures.

It works by sending many small particles to the texture's surface, which are diverted depending on the condition of the texture. These particles erode the texture along their paths. The diversion is controlled by a combination of four algorithms.

The four example images above are the results of the diffent algorithms applied to the same texture. Image 1 was made with the Along Notches mode enabled, which is useful to erode wood textures. The Circular mode was used to create Image 2. It resulted in a smooth rock texture. To get the bark-like texture (Image 3), the Deep to High erosion mode was employed. For mountain heightmaps, like visible in Image 4, the High to Deep mode came to action.

Enable the Noise option if you want to erode very smooth or flat textures. The Alternative Diversion switch leads to different result and can prevent the domination of axis-aligned notches.

Often, the outcome of this chaotic function is hardly predictable. It is recommended that you experiment with different modes for each texture until the results are satisfactory.

If you set the Bump value to a number other than 0, an emboss effect is applied to the erosion.