That sounds like a good idea of just chopping some geometry off...hopefully that's pretty straightforward to do, you know how much a noob I am
You were pretty close with your guess about the water. That's what's off here.
The reason the water looks a bit strange, especially on the left, is that there's no ray detail region padding enabled. I forgot that.
The reflections are based on poorly subdivided geometry just outside of the frustum.
For the reflections on the bare rock I think I will just reduce the spread/roughness instead of a PF.
At the moment it's a bit too wet looking compared to the vegetation (which became plastic looking after modifications) so reducing it a bit in general this way maybe quicker and more effective. I'll see.
I just got a supercool cloudfunction working which creates vapor in/above the vegetation
All based on terrain displacement driven altitude offset of the cloud layer.
It's slow because it uses the compute terrain output instead of an image based mask through an image map shader.