Here’s the default 64 division ANT landscape, on which I’ve used the modified erosion add-on to demonstrate the three erosion types that varkenvarken had implemented, with the changes I’ve added. I added vertex groups to help me understand what was happening, and like SuperFlea said, once they were there, they look to be very useful for texturing (and are maybe more important that the actual erosion!) Of course, the idea is you mix the three methods together the way you want. In particular, the hydraulic erosion needs the other weathering modes to stop the rivers digging unnatural holes.
Diffusion - for soft rolling hills:
(I couldn’t think of a useful vertex group)
Avalanche (or talis slope) - tall mountains
There are vertex groups for where the material was removed, and for where it ends up.
Hydraulic (or rivers) - for gullies
There are many vertex groups as this one is a bit tricky. Although some are similar, I think that’s still handy for texturing as it can give subtle variations.
The biggest change was to iterate the water and sediment levels separately before moving the landscape around. This lets the rivers settle into a pattern, and run from top to bottom.
However, there are downsides! Varkenvarken went to a lot of trouble to make his algorithms very efficient, and I haven’t, so the speed is no doubt slower. It doesn’t seem to matter much for small meshes, but I’m sure it will for big meshes. I also haven’t bothered with the numexpr at this stage. I just wanted the add on for distant mountains, so I don’t think it will worry me much.
I’ll try to tidy up and package the new version of the addon and publish it here shortly if anyone else would like to try. I’m not sure of the etiquette of modifying someone else’s work? I’d be more than happy for varkenvarken to carry on with his version! I thought I’d call the modified add on erosionR (R for river) to distinguish it from the original. Does that sound reasonable?