QuoteThere will always be a line where it transitions. The same is true with SSS shapes, and Distance Shader.
That is because there's clamping, IMO, and hence I often use a smooth step scalar. In distance shader you can unclamp, but that's not possible everywhere.
In fact, for smooth transitions (like minimum altitude) the first thing to change should be the fuzzy zone, I think. Making it a smooth step instead of a hard step.