Just playing around with displacement textures mapped to global coordinates, with everything else following the camera.
Obviously I need to work on getting more believable terrain (using only procedurals mapped to global!)
In the first example, I tried to fake a horizon by applying two curve modifiers to the arrayed-plane. The problem with that was therefore, as the camera moved toward the horizon, the terrain started morphing as it rose vertically through the texture.
In the third example, the mist was supposed to give an appearance of haze, but it isn’t quite strong enough and you can see the horizon coming through my skysphere.
The second and third example are practically the same - I just took a different, higher, path on the third example that didn’t gitch the rotation of the arrayed-planes.
Ideas for improvement are always welcome.