Hydro creates waterflow erosion, such as rivers and ancient seabeds. It can be used in two forms: Lateral and Ventral.
Lateral enhances the terrain by providing a different method of eroding rocky river banks, and even underwater areas. Lateral follows the water flow, creating patterns based on the flows over and around obstacles.
Ventral uses partially randomized, churning forces to erode the terrain. It works with two sets of forces: macro and micro, which interweave to use the shape of the terrain to drive the erosion. This erosion method uses horizontal flow mechanics (unlike hydraulic erosion), resulting in a look that flowing waters gently carved in the terrain over thousands of year.
|Power||Higher values cause larger, smoother shapes and decay fine details. Lower values preserve details but create slightly rougher curves.|
|Multiplier||Higher values cause the erosion to erase smaller features in the terrain by producing stronger flows.|
|Enable Parallel Processing||Enable multi-CPU processing of the effect.|
|Chunk Size||The chunk size into which the image is divided for processing.|
|Edge Blending||The percentage of blending between the edges of neighboring chunks. Higher values require more memory and processing time.|
If you see grid-like artifacts in your output, use higher values for Edge Blending. If that does not help, try increasing Chunk Size. If either does not help, you can disable Parallel Processing. This may result in slower builds, but the result will be accurate and error free.