I was curious about creating a procedural angle of repose simulator. Which would sample the terrain and generate a map of what slip, and what would not. I'm not sure if I actually have achieved this goal (I don't think so looking at smaller geometry with steep edges), and wanted some advanced minds have a look at it.
The issue I'm encountering is how to derive "distance" from the terrain, as obviously real distance of the noise map is finite, how can we take displacement and get area that could procedurally feed the formula?
I realize I certainly could just use the slope keys, but I was working on ideas for the pre-work for a project, and I wanted this to be more accurate and not look uniform along slope angles, as the angle of repose works a bit differently (which is why snow on mountains for example isn't exact to sloping, as buildup along a lower angle can support higher angles, etc)
Update: Doing some thinking, I believe using displacement to scalar is best used for the "height" of the terrain (Y). Distance I am still confused about but believe could be derived from X and Z of the terrain somehow. Now sure.