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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.
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