Well, I'm a little lost on what the "smooth step sclaer" function is, or how it works out where the steps are coming from if it's not a rasterise function. I've managed to clamp voronoi noise to a degree, to create stone walls thinner than the voronoi differnce scaler noise function through bias scaling to create the following PoC, but would like to add more grey into it's 'clampness'. Smooth step scaler would sound like it's the trick, yet it struggles on hard black on white differences, so I have no idea how it's supposed to work.
Here is what I've achieved, using voronoi to define fields/field stone walls, and field edge populations. Still very much wip and very much more proof of concept, so ignore it's crudeness. But there is a limit it seems I can clamp the noise, so it would be usefull to blur that result to get a little more resolution at the scale I want it. If you look at the centre parting of the nearest 3 fields, there is a grey line on the left hand side of the wall, which as far as I can tell, is the limit of the colour correction (read contrast) I can get out of the function to get the width. Adding a little blur would give me a few more steps to tighten up that line.