This is a hurdle I’ve faced in game development across several projects while using World Machine.
I often get to a state late in the development of a terrain, where I need to lock it down on a large scale so that the rest of the dev team can do their work. Then I can noodle some areas of the terrain that need more polish, or move onto a different part of the world that nobody is working on yet.
But every time I render the full terrain out, all the small little erosion lines will shift just a tiny amount. Not enough to mess up big stuff like placement of POIs from designers, but enough to make all my masks no longer aligned with the heightfield. This forces me to reimport the entire world again, texture masks and all, just because I had to change the size of a random lake somewhere on the map.
If erosion could be deterministic, and not randomize in any way, that would be incredibly helpful. It would smooth out production times, and help me work across an entire world in segments, without having to constantly update the entire world across the entire game.