Ok, try this.
- Export your terrain heightmap from the game editor and import it back in WM through a file input device (watch for height scales).
- Set an erosion device right after the file input one.
- Configure the erosion decive to a standard, non-filtered, non-geological type, with an average rock hardness and sediment carry amount (everything else to default)
- Then play with the sediment amount until you get the right look of the flowmap
Here a trick to keep an eye on the final result: connect an overlay view output device to the file input device and to the erosion flowmap channel (file input device -> [overlay primary input] ;; erosion flowmap -> [overlay secondary input]).
This way you’ll have a glimpse of the flowmap over the non-eroded terrain; the non-filtered erosion should change the overall terrain look not too much so that the flowmap actually fits the original terrain shapes (check attached screenshots).
The point of this all is to use YOUR edited heightmap with WM’s erosion flowmap, which should blend in pretty well, if you dont use strong erosion effects.
It’s a silly idea, but it’s all I could come up with, at the moment.
NOTE: I’ve attached three pics showing the devices workflow, the erosion device configuration I’ve used to test and the 3D view resulting from this setup (default perlin terrain + terrace from WM startup chain).