I added a landscape, added some wather, and when i put in the sufrace layer with "mud" it do not match the watherlevel.
Only thing i changed was the maximum altitude.
Shoud not the mud and wather match up?
Wather level is 20, mud is 23,no fuzzy zone.
edit:Added another image...
The water/lake is a disc or plane. The mud may be the right height, but the water/lake does not bend with the planet surface. At least this is how I understand the lake to work.
Could be something like the "use y" for altitude etc. Do you mind posting tgd so we can take a look at values?
Have you done major displacement after the compute terrain node?
If yes: Don't. Or add another compute terrain node.
If no: Try decreasing patch size in the compute terrain node.
Patch size did not correct it.
Smooth surface did, but then again i loose the details.
Can't add tgd here. Loaded a terrain file thats 2 meg. (LittlePineCanyonCO.ter) Not shure where i found it.
Only thing i did was, loaded the terrain, added wather, and then the shader.
Seen this on another terrains i played with.(attachment)
Tryed out the "wet" shader when i saw this.
Again only restricted by altitude.
Try a distribution shader (as a blend shader) to restrict heights and set it to 'final position' (but not necessarily Y). Maybe that helps. Usually a patch size of 1 in compute terrain helps as well.
You can add more power fractals and displacements after a compute terrain. The guys at Planetside don't recommend more than two or three at most. The compute terrain adds to the render time significantly.
Compute terrain was the solution, just did not try anything as low as 1.
attached images showing 20(default) and 1.