I have a Heightfield shader with a Terrain loaded as Heightfield.
Its output is connected to the Base Colours .
As the DEM file has a very low resolution, I have added a Surface layer shader with a Power Fractal Shader V3. as a child of it.
So:
Heightfield Load > Heightfield > Compute Terrain > Base Colours > Surface layer < Power Fractal V3.
I don't know if this is the right order but now the terrain looks very good, with very realistic details of snow and rocks.
The problems starts trying to populate trees over this ground surface. Specifically with the Terrain tab of the Populator shader.
Using the Surface layer only as sit on terrain parameter (disconnecting the Power fractal child), the trees look more or less over the terrain but they are not considering the Power Fractal so, some trees are below the ground and some are flying around (not at a very long distance of the terrain).
When I connect the Power Fractal as a child of the Surface layer, the trees are all flying around at a very long distance.
I guess the Power Fractal is working as a kind of multiplier of the original heightfield but I'm not sure about this.
Which is the correct shader I have to use in the populators v3 terrain parameter?
The Base Colours has no displacement.
The Surface layer has a Displacement multiplier of 1 and no Displacement function.
The Power Fractal Shader v3 has a Feature Scale of 600, Leading Scale of 20, Smallest Scale of 3. And a Displacement Amplitude of 100 Along Normals.
Thanks in advance.