Hello Oshyan,
Thanks for your time and for shedding some light on this.
I looked at the function to generate canyons you mentioned and tried to plug that output -after compute normal- into a power fractal to generate some lateral displacement.
That works, but it looks like the displacement amplitude has to be many times bigger than what you'd expect. In other words, an amplitude of -say- 5m did not look like max 5m features on the near vertical walls. Not a problem 'cause you can just bump up that value.
I was originally working on creating some good snow and found Lucio's "embossed snow" clip file, amongst others. Struggled with that lots but could not get the lateral displacement on the edges of the "snow" or "glacier" to show.
This post is meant to get over that. I just removed all other shaders and only left the one from the top of Lucio's called "Snow_vertical emboss". He uses a surface layer for this under the shaders node group.
According Lucio one needs to play a lot with the fuzziness of the slope restrictions and the displacement offset in that vertical emboss shader to get a good result, but I don't get anything, neither lateral nor normal.
If you have some more time I would really appreciate another comment on this, and thanks in advance.
I'll attach Lucio's clip file.
Have a good 2008.
AM.