Are sharp masks the only way?
Here's a picture of what i'm talking about in greyscale format.
See how the shapes are penetrating eachother and it doesn't look natural? How do I stop this from happening while also having a natural look to it? Or should I just spend more time adjusting my transform nodes so they overlay less?
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Replies
After fiddling with it for the entire day, I found my own way though. Simply putting the core shapes into a levels and making the white value in the greyscale as uniform as possible without flatlining it. If I do this before I throw them into a tiler or a splatter, and then play with the levels again after everything's been tiled and splattered and transformed and blended, I lose barely any detail. Especialy in the normal to height node, which I now discovered even reads the slightest greyscale difference of your heightmap. (Not sure how to put it into words- but I tried!)
I'll look into your method aswell, thank you for your assistance!