Does anyone know a way you could take a displacement like a high noise variation PF of spike like thingies, and equalize the heights? I want to plateau them, and use them for icebergs, including the "roots" disappearing into the volume of the water, however, I have some spikes that don't even reach the water level and look bizarre showing under the surface, and I really don't want to spend time examining miles of terrain to mask hundreds out.
Whenever I want to do this too I visit this thread, because I always forget the trick:
https://planetside.co.uk/forums/index.php?topic=7548.0
Quote from: Tangled-Universe on August 23, 2019, 03:00:01 PMWhenever I want to do this too I visit this thread, because I always forget the trick:
https://planetside.co.uk/forums/index.php?topic=7548.0
I think this is covering clamping the spikes? I can plateau them no problem but some do not meet this terminator and fall below it, so aren't plateaued and visible under the water.
This does exactly what you need.
Sounds to me that for underwater spikes you'd need to tweak your fractal to be less extreme.
Working in colour -> displacement workflow is sometimes easier for more control.
It should be easy to create a somewhat spiky fractal which isn't overdone in spikyness.
Use smooth ridges/billows parameters to smooth out spikes at lower altitudes.
Also noise variation tweaking is probably important.
Once you have a fractal with relatively smooth valleys and sharp peaks, then use the plateau trick from my previous post.