Masking / Limiting Terrain by Altitude w/ Fuzzy Zone?

Started by WAS, October 18, 2018, 06:39:24 PM

Previous topic - Next topic

WAS

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.

digitalguru

is this what you mean?
[attachimg=1]

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

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


WAS

#2
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.