Most packages that deal with terrain generation have support for erosion effect. Sometimes it is applied on top of “blobby” primary heightmap to give it more character
Is something like this possible using Geometry Nodes? Preferably by faking it using procedural textures as displacement (the problem here is how to map a texture to wrap it around a mountain, while mountain itself is product of something like noise texture). I’d prefer to avoid simulation-based workflows as they are slow. (I still shudder remembering 3ds Max book “Deconstructing Elenents”. Their method involved using a model of a tree to generate the initial heightmap for a mountain, then using particle simulation which is rendered to texture, then fed back into the displaced mesh the particle are colliding with. I hope there is something more simple)
Not without simulation, no. Erosion is a time-based effect that requires simulation (erosion builds on itself over time, so you can’t just one-step it)