Overview
Shifts and stacks the image along the slope of a height map. Rock erosion, dripping moss, rust streaks, frayed cloth โ any "pattern dragged by gravity or weathering" look can be built with this single node. It is the equivalent of Slope Blur in Substance Designer.
Usage tips
- The classic wiring:
noise_generate(height map) โ map input, and the image you want to process โ input. Feed the map with raw noise fromnoise_generateor a height map fromheight_from_imagerather than the image itself โ the flow looks far more natural. - Keep
distanceat half the size of your pattern features or less. If the features are around 5px, start at 1โ2 and increase while watching the result. - Pick the mode by intent: erosion (spread dark streaks) โ
Min, light or moss (spread bright marks) โMax, a soft smeared blur โAverage. Averageaccounts for alpha, so hidden RGB in fully transparent pixels does not create a colored fringe.Min/Maxextremum selection andfalloffremain separate behavior.Downhillis the direction of water and gravity. For flames or smoke crawling upward, useUphill.
Common pitfalls
- Min/Max floods the image with a single color:
distanceis too large for the size of the pattern. Reduce it, or keepfalloff = Linear(the default).falloff = Nonereproduces the legacy behavior that keeps extreme values regardless of distance and easily destroys fine patterns. - Nothing changes: a flat (zero-gradient) map produces no flow. Connect a noise or height map with real contrast to the map input.
- Jagged streaks: increase
samplesfor a smoother path (slightly slower).
Examples
- Weathered rock: stone texture +
noise_generate(Perlin) map +mode: Min - Moss / grime drips: dirt mask + a vertical gradient map +
direction: Downhill - Licking flames: flame sprite + noise map +
mode: Max
Related nodes
noise_generateโ the go-to source for the map input (Cellular or Perlin)height_from_imageโ estimate a height map from existing pixel artdirectional_warpโ for dragging in one fixed direction instead of along terraingaussian_blurโ when a uniform, direction-less blur is all you need