I'm also experience super slow CPU utilization when generating a heightfield from shaders.
It's been chugging along for about 15 minutes now at 45%. 
			
			
			
				HF generate is only single-threaded at the moment. But 15% after 15 minutes is painfully slow. Is it a complex network?
			
			
			
				Quote from: Matt on September 24, 2018, 08:47:23 PM
HF generate is only single-threaded at the moment. But 15% after 15 minutes is painfully slow. Is it a complex network?
Perhaps too much. I was curious at the diffference, and also wanted to try your erode formula on it. In retrospect, I should have disabled the lateral effect. 
93% now. 
			
 
			
			
				Erosion was nice and speedy on the finally finished heightmap. 
			
			
			
				After all that waiting I hope you save the (uneroded) .ter for further work!
			
			
			
				Quote from: Matt on September 24, 2018, 10:08:43 PM
After all that waiting I hope you save the (uneroded) .ter for further work!
I wish I could!
			
 
			
			
				Why can't you? Right click on the heightfield generate node and select "Save file as..." then save to .TER
			
			
			
				Quote from: Matt on September 25, 2018, 04:55:34 AM
Why can't you? Right click on the heightfield generate node and select "Save file as..." then save to .TER
Wait... really? And here I have, for years (I mean literally almost a decade... Lol), thought heightfield exporting was part of a shader and paid licenses. 
Kinda off-topic question, but does the generate feature read lateral displacement or is it omitted? It's a little hard to tell with the generated map, i guess resolution. I ask cause even when selecting where you want a generate to drop, it will drop 
before a compute terrain. 
			
 
			
			
				Heightfields can't store any lateral information, they are height only, single value for each pixel. Any "overhangs" will be flattened, essentially.
- Oshyan