Thanks Guys for the wealth of suggestions! In the end I managed to get the heightfield to work, but without much understanding!
Ulco, I did have the idea of using an image map but wasn't sure whether I'd
still be able to use the terrain modifiers, as shown in the 'basic mountain' tutorial; can I still use them? Certainly it might be easier than using a heightfield. Thank you for taking the trouble to post an example, especially your node structure.
KlausK, thank you for posting this example. Your jpeg is somewhat similar to my earlier efforts in that the mistiness seems to be 'atmosphere' viewed as if from space. (I'm assuming you didn't dial in the haze?) My first attempt produced a
huge terrain that was about 40km in height - the peak must have been close to low earth orbit!!! And then, adding an ocean to this monster, produced a curved horizon!
WAS, thanks for your suggestions. Being still a node-novice I'm not entirely clear how this would look - I'm guessing this is a different approach to Ulco's? Also, does the use of scalars allow real-world measurements to be input? If you have the time to show me a node tree I'd be most grateful.
The attached image is a test attempt to replicate an image from wikipedia using the
Terrain.Party heightfield. I wasn't expecting an exact match just a reasonable approximation (in green).
In addition, does anyone know why I get black spots on the sea - I've circled them in red.
Again, thanks everyone!