I've got a problem - I don't believe it's worth posting an image, but here is the issue: I have a terrain shaded with layers of Surface shaders (grass, rock, etc.) I have at the bottom of the shader list a Fake Stone Shader. The stones look correct, textured, and everything the way I want them to look, but if I apply a distribution shader to the stones to limit the slope they can rest on, and the altitude they occur at, the grass texture overruns most of the rock surface texture and most of the stones look like they have the grass growing over them instead of under them. I've turned off the Fractal Breakup in the Distribution shader, and I have the options "Blend by shader" and "Blend as Stone Density" checked in the Fake Stones shader options. The distribution is correct - the stones only lie on shallow slopes and don't reach to the top of the hills, but the texture is ruined. Without the distribution shader, the stones look correct, but they are everywhere.
Any idea what I am doing wrong?