The flow and accumulation of water are essential aspects when it comes to generating realistic terrains. In this article, we have set out to create a method for generating the distribution and levels of water in a virtual world. Our method fully simulates the water entering and exiting the system through rainfall, perspiration, and flowing out of the domain. Also, it simulates the phenomena of flow and accumulation in an iterative process. According to our observations, only allowing the user to influence the terrain and then simulating the placement of water bodies provides a natural result while preserving a high level of control.