Quote from: Dune on Today at 04:17:21 amSo, "thinking of that half-way point as the displacement (Y)" is not how I would do it, or see it, but again, I may not grasp your method.
This is a good way to think about scalars though when doing basic disp. They're just Y data (height), so when thinking about how they're going to look in displacement, it's good to translate the raw scalars to displacement in your head. If you wanted tight cracks in your voronoi, you're working with the base of the scalar. I'm not going to show the node networks here as this is for a purchasable shader pack I'm working on. It's just sad Terragen has such a problem with hard edges, which are natural phenomenon in nature. This means, because of a limitation of TG I can't have a realistic setup to some of my references, and all must be like worn, older cracked muds. Same goes for truly vertical cliffs and their ledges without rounding them, which is not realistic always.
Terrible example but sorta how I would be envisioning it. In reality the soft minimum scalalr would more align with the base voronoi but wanted to show it without too much overlay