One of the simplest things are still not clear to me.
For example , I have a base terrain with extensive displacement(dirt, grass, cracks etc) and I'd like to put some big fake stones on top of it, how do I smooth it out for the stones? I mean sometimes it's fine, but this time, when I tried to use the paint shader to mask a stone circle and use the previous rocks with 4-5x tallness, they've became ...this strange exploded mess.
The node network for the fake stone layer is_
Big mossy rock surface layer with the basic distribution mask- this time the paint shader
A child layer with a merge highest- merged with smaller fake stones- but the main rock layer is a bigger fake stones layer-
There's another surface layer plugged in to it's surface layer input
the big mossy rock texture layer- with the colour layer input is the texture mix and the displacement input is the displace mix.
Do I need to switch on some smoothing in a surface layer? or Do I need a new compute normals somewhere?
The ground is mainly grass here with one mm small grassblade displaces- the rocks are 2 meters big with 3-4-6 tallness.
What's your typical way to get rid of this excess displacement , and messiness?