Drop a river spline and the terrain carves itself a bed with authored banks and material layers — no third-party landscape-brush plugin required and no manual sculpting.
Placing a river on a flat landscape usually means going back to the sculpt tools and digging the channel by hand. Oceanology Pro can do it for you. Turn on Affects Landscape on a river, lake, ocean or island and the body's own shape is composited into a landscape edit layer: the terrain drops to form the channel or basin, the banks fall off at the angle or width you authored, and the landscape material's weightmaps get a riverbed layer painted along the same shape. Move the spline and the terrain follows it.
Carving runs through an editor-only brush manager actor that derives from ALandscapeBlueprintBrush and registers itself as a landscape edit-layer renderer. For each brush actor it runs the same chain: capture the body's shape, either as an orthographic depth capture of a river's spline meshes or as a canvas polygon for closed bodies; turn that into a signed distance field with a seed pass, optional blur passes and jump-flood iterations; cache it per actor; composite the falloff carve into a heightmap ping-pong target; run the weightmap pass; and accumulate the body's velocity, water surface height and depth into the combined water texture.
In Pro every one of those stages except two is a native pixel shader in the plugin's own shader set. Only the river spline depth capture and the canvas polygon draw are still materials. In practice that means the carve no longer depends on a long stack of brush material graphs that a project can silently break by touching one of them.
Curve, heightmap and weightmap defaults live in the plugin's water editor settings, split per body type, so newly placed rivers, lakes, oceans and islands arrive with sensible carving settings rather than zeros. The brush manager also exposes a Force Update button for when you want to re-run the whole carve explicitly, and reports through the map check when a landscape is missing edit layers or the brush is not registered on one.
| Oceanology NextGen | Oceanology Pro | |
|---|---|---|
| Landscape authoring | Water read the landscape but never wrote to it; channels and basins were sculpted by hand | Water bodies can carve the landscape through a registered landscape edit layer |
| Brush toolchain | Not present | Native render passes for the distance field, falloff carve, weightmap and water composite; only two capture materials remain |
| Island shaping | No island actor | Island brush actors raise terrain and define ocean shorelines |
| Default state | Affects Landscape is off on every water body |
| Blend modes | Alpha Blend, Min, Max, Additive |
| Falloff modes | Angle, Width |
| Pre-flood blur passes | Clamped to 9 |
| Curve ramp width (default) | 512 cm |
| Weightmap falloff width (default) | 512 cm |
| Weightmap texture tiling and influence | 4.0 and 0.5 |
| Shape dilation (default) | 4096 cm |
| Runs in | Editor only; the brush manager is an editor-only actor |
This is one entry on the Galidar roadmap. For what already shipped in each release, see the Changelog.