Can't seem to find anything quite related to this just a lot of fake stone help in general. So, fake stones has a output, of course. But I notice if you 'preview' the texture, it's just a normal PF (or appears to be). So my question is, can I product a mask of the density of a fake stones layer?
Or would this be better achieved by spending the time plotting out where each stone should go via image map or painted shader?
For example, I am using the Grass Clump population, with fake stones. And I'd like the grass not to generate
near the stones borders as to help prevent clipping. My scene though was going to be a field though, so I am trying to go procedural to save a enormous amount of time in the technique.
I know I asked similar with objects, but I figured since a Fake Stones Shader has a PF-sort-of output it may be able to work out some how. Perhaps a way to use the scalar/vector functions to 'find' the displacements and color them? i'm not sure. I'm just now playing with them and so far just lots of oopsies. Lol
For example in this image (don't mind my 'crystal' like gold and tripped out DoF. Oops lol) the grass around the left side seems to grow into the rock giving it a flat look.