Author Topic: Masking / Limiting Terrain by Altitude w/ Fuzzy Zone?  (Read 126 times)

Offline WASasquatch

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Masking / Limiting Terrain by Altitude w/ Fuzzy Zone?
« on: October 18, 2018, 10:39:24 PM »
As the title suggests. How would one go about this? I tried get alt, surface layer with terrain as child with maximum alt, and with a surface layer as a mask with maximum alt and solid white colour. None of these even effect the terrain or cut if off at the desired altitude. I even tried offsetting by "crunching" the tops with a minimum alt but wasn't getting right results.

Been trying to make plateau type scenery using just PFs as the shapes provided are often very nice compared to warping/fractalizing a SSS imo, but can't grasp how to get my tops right, being mainly just flat, but some curve to the ledges.
« Last Edit: October 18, 2018, 10:46:05 PM by WASasquatch »
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Offline digitalguru

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Re: Masking / Limiting Terrain by Altitude w/ Fuzzy Zone?
« Reply #1 on: October 18, 2018, 11:00:54 PM »
is this what you mean?
85511-0

was playing with soft maximum / minimum a while ago and got this.

play with the "softness" node to round / harden the edges


Offline WASasquatch

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Re: Masking / Limiting Terrain by Altitude w/ Fuzzy Zone?
« Reply #2 on: October 19, 2018, 12:15:06 AM »
Of course! Duh! I love my Disp to Scalar! Thanks a lot digitalguru, who knows how long until that dawned on me. >.<

I have just found out with some testing that this can be used rather reliably with high Noise Variation on a noise flavor like Voronoi Billows to create canyons, that are both floored, and ceiling-ed.
« Last Edit: October 19, 2018, 12:39:14 AM by WASasquatch »
Art can be a window into the soul