just trying out some all-procedural landscape generation with the new displacement tools.
one thing i’ve noticed, is if you want certain areas to be smooth it actually works against it, because the subdivision actually ‘sharpens’ the faceting of the underlying mesh, even when smooth shaded. you can see it happening towards the base of mountain in my test image. my dynamic sub-d modifier is already set to catmull clarke, is there anything else i can do?
used another texture to break up the even stuff, but i’d still be curious if there’s a work around to the faceting on smooth surfaces.