{
  "Description": "Noise and carving settings that define how a stream map is applied to the terrain.",
  "StreamTerrainInfluenceAtAnchor": 1.0,
  "StreamTerrainInfluenceAtAnchorDescription": "Stream's terrain influence strength at the scaling anchor length.<br>Most stream properties fade in with terrain influence, so you can almost treat it as the stream opacity for most features.",
  "StreamTerrainInfluenceAtSource": 0.7,
  "StreamTerrainInfluenceAtSourceDescription": "Stream's terrain influence strength at the source.<br>Most stream properties fade in with terrain influence, so you can almost treat it as the stream opacity for most features.",
  "StreamWidthInterpolationPower": 1.0,
  "StreamWidthInterpolationPowerDescription": "Power curve for interpolating noise related features from source to mouth.<br>Currently applies to height variation and canyon wall rockiness, may be used for more later.",
  "MoundSuppression": {
    "Enabled": true,
    "EnabledDescription": "Enables suppression of terrain mounds/hills within stream areas.<br>This is an asymmetrical noise reduction specifically set up to target small mounds that get in the way of rivers.<br>The terrain sampling on the watershed model helps to avoid most rough terrain and bumps, but rarely some get through so this is used to carve through them.<br>It carves canyons into the terrain a little bit, but its worth it to prevent streams from being split apart by a mound.",
    "Strength": 12.0,
    "StrengthDescription": "Strength of mound suppression in stream areas."
  },
  "MoundSuppressionDescription": "Configuration for suppressing terrain mounds/hills within stream areas.",
  "LandformCarving": {
    "Enabled": true,
    "EnabledDescription": "Enables carving of landform features (hills/mounds) in stream areas.<br>This is the older landform component of the mound suppression.<br>While the more general asymmetric noise suppression does a better job of carving down mounds, it seems landform noise still gets in the way a little bit.<br>Haven't touched this much since I got the asymmetric noise suppression working, it needs another look at some point.",
    "Strength": 0.02,
    "StrengthDescription": "Strength of landform carving in stream areas.",
    "Power": 2.0,
    "PowerDescription": "Power curve for landform carving scaling.",
    "UseExponential": true,
    "UseExponentialDescription": "Use exponential scaling for landform carving instead of linear."
  },
  "LandformCarvingDescription": "Configuration for carving down landform hills/mounds in stream areas.",
  "StreambankHeightVariation": {
    "Enabled": true,
    "EnabledDescription": "Enables natural height variation along streambanks via adding extra noise.",
    "FactorsAtSource": [
      0.0,
      0.0,
      0.0,
      2.0,
      1.5,
      1.0,
      0.0,
      0.0,
      0.0,
      0.0
    ],
    "FactorsAtSourceDescription": "Per-octave streambank height variation factors at stream sources.",
    "FactorsAtMouth": [
      0.0,
      0.0,
      0.0,
      2.0,
      1.5,
      1.0,
      0.0,
      0.0,
      0.0,
      0.0
    ],
    "FactorsAtMouthDescription": "Per-octave streambank height variation factors at stream mouths.",
    "MaxVariation": 3.0,
    "MaxVariationDescription": "Maximum streambank height variation for each octave."
  },
  "StreambankHeightVariationDescription": "Configuration for natural height variation along streambanks via adding extra noise.",
  "CanyonRockiness": {
    "Enabled": true,
    "EnabledDescription": "Enables rocky/cliffy variation on canyon walls via adding extra noise.",
    "FactorsAtSource": [
      0.0,
      0.0,
      0.0,
      0.0,
      0.0,
      3.5,
      3.0,
      2.5,
      2.0,
      0.75
    ],
    "FactorsAtSourceDescription": "Per-octave canyon wall rockiness factors at stream sources.",
    "FactorsAtMouth": [
      0.0,
      0.0,
      0.0,
      0.0,
      0.0,
      3.5,
      3.0,
      2.5,
      2.0,
      0.75
    ],
    "FactorsAtMouthDescription": "Per-octave canyon wall rockiness factors at stream mouths.",
    "MaxRockiness": 0.8,
    "MaxRockinessDescription": "Maximum canyon wall rockiness for each octave."
  },
  "CanyonRockinessDescription": "Configuration for rocky/cliffy variation on canyon walls via adding extra noise.",
  "StreambedSmoothing": {
    "Enabled": true,
    "EnabledDescription": "Enables smoothing of streambed height transitions.",
    "LookaheadDistance": 20,
    "LookaheadDistanceDescription": "Distance (in curve points) to look ahead when smoothing streambed heights.",
    "SlopeDepthScaling": 9.0,
    "SlopeDepthScalingDescription": "Multiplier that scales how much terrain slope affects streambed depth.<br>Higher values carve deeper streambeds where the terrain drops."
  },
  "StreambedSmoothingDescription": "Configuration for smoothing streambed height transitions.<br>Creates a smooth streambed.",
  "SeaLevelFade": {
    "SeaLevelFadeStartOffset": 4,
    "SeaLevelFadeStartOffsetDescription": "Blocks below sea level where stream displacement fade begins.<br>Fades out the displacement (stream terrain carving/erosion) as it gets closer to the stream mouth.",
    "SeaLevelFadeEndOffset": 9,
    "SeaLevelFadeEndOffsetDescription": "Blocks below sea level where stream displacement fade ends.<br>Fades out the displacement (stream terrain carving/erosion) as it gets closer to the stream mouth."
  },
  "SeaLevelFadeDescription": "Configuration for fading out stream displacement (terrain carving/erosion) near sea level.<br>This helps to prevent deep stream carving near shallow drains.<br>Its alright at the current settings, but if you make it more aggressive and shallow it starts looking pretty rough."
}