The only way I know to "filter" silt is to let gravity do it for you. By that I mean the water needs slowed down by making it change directions across alternating sediment nutrient dikes or spending time in a larger silt pond for enough time to let gravity pull the larger particles out of suspension. In most cases the finest particles are the last to settle, so in a big rain event you are almost certain to get some clay, if indeed that is the composition of your watershed. I'm not optimistic about your possibility of filtering. Things seem to happen a little too fast when water gets going.

Do you have the ability to create a back and forth terracing effect? This is how our local game commission attempts to collect large volumes of row crop runoff.


Holding a redear sunfish is like running with scissors.