Hi nvseal
I almost posted this direct to you

Thought you might have some good pointers.
I've tried option 1 with some success and you can restrict the mountains distribution in this way BUT because this has the negative side effect of amplifying the remaining mountains displacements (both + & -) resulting in very "spiky" deformations. Useful sometimes but not as a generic mountain type. It seems there's no simple way to make a grayscale mask from TG's fractals.
I've wondered about option 2 before but haven't had any success with this, either a complete mask or nothing at all.
I think option 3 holds the best hope (with selective additions

). The issue still seems to be that the Blendshader has an amplifying effect the areas it effects. Using a Blendshader changes the shape on the mountains.

I do wonder if a painter shader may be the way to go but I worry it might not hold up under animation. ?? Do you know if the painter shader is "bitmap" based or "vector" based?
Thanks

richard