Right! I'll look into that. 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…
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?