Hi
here`s a little wip sequence of a default scene Fractal Terrain evolving into a mountainous structure.
It is not yet (perhaps) worked out in high detail.
I wanted to explore the use of Transform Shaders, Masks, Redirect Shaders to better understand what they are doing.
Starting off with a small masked fractal terrain I added a duplicate of that on top of itself, only showing through where
the distribution shaders altitude settings allow.
The transform shaders move the different masses (terrains, power fractals) around and let them interact with each other.
A little bit like a boolean operation.
Since I use a simple fractal terrain node (and not a displaceable object, for example) the mask applied to this node determines
how much fractal "mass" is available for the process. Make it larger --> more terrain to interact with. Make it smaller --> less terrain.
Transforming the different structures this way does not run out of "building material" so to speak.
First set of pictures shows the progress in place - the terrains have not yet been moved .
Cheers, Klaus