Hello guys,
I was wondering if there is an easier way to get rid of the hard straight lines in that seem to occur when using perlin billows and the other types?
I remember someone telling me I could assign a warp shader with small x/y shifts or something, but I was wondering if something was built in now to address that?
Also, if I create a second power fractal terrain, and have a very small feature size, will that terrain lay "on top of" the other one? Or will it simply just intersect it and poke through where the y values differ?
Thanks in advance for any replies or help