One of the convert function nodes is called the Build Vector node. It has 4 inputs (input, x value, y value, and z value). I assume that you can basically create a vector with it and then tell the terrain that you want to use that coordinate. So for instance, say you want to raise the entire terrain by 10 meters. You could use a "Get position" node, use an x, y, and z "to scalar"s from the Get Position, use a constant scalar of 10 and add it with the y, then feed them all to the build vector node (using the respective inputs). What I assume happens is that all x and z values stay the same, but the new y-value is 10 greater than it was (I know this is not the best way to do this, it's just an example). Is there some way to use that new coordinate (the (x, y+10, z) vector) to actually sculpt the terrain like that? I've tried using a few various shaders (i.e. the distribution shader feeding into the compute terrain) but the only result I've gotten is a 2D cone (by that I mean that is that you can see the inside of the cone, but not the outside).
Thanks.