Has anyone figured out the optimal way to blend two surface layers?
The crux of the problem is that I have two surface layers - lets call them surface layer A and B. I've created a fractal color mask that I use as a blending shader in layer A, and as an inverted blending shader in layer B, so they can blend smoothly. This is fine - but when it comes to displacement, I'm finding out that the blend doesn't look good and the "bleeding" of the displacement to the other layer can create some interesting-looking shapes, especially if the two layers have quite different displacement fractals.
What I'd like to do, is to either control the blending mask smoothness myself, by layer (for example to have a rough, high-contrast mask on layer B, and a smooth, slightly overlapping mask in layer A) - OR, restrict the displacement fractal in either layer to very mild values around the edges of the blend.
I've tried the following methods:
a) Trying to restrict the displacement. This didn't work out so great, since I'm not sure how to restrict the displacement to happen only on the + axis, or only above a certain height on the terrain. Also, the displacement should be smooth around the edges, and it's difficult to control the fractal like that.
b) Trying to figure out how to smooth the mask fractal. I guess I could do it an image-editing software, but I couldn't figure out how to do it with the functions. I tried scaling the mask fractal, but this proved fruitless, so I quickly abandoned this approach and moved on to...
c) Using a very smooth, low-contrast mask fractal, and then using two color adjust shaders to control how they blend to each other.
Method c) is giving me the best results at the moment, but it's difficult to get it "just right". I think method a) would give the optimal result, if I could get it to work.
Apologies for the text only-explanation, I don't have access to my scene at the moment, but I'll try to provide some pictures later on.