I meant "build it out". Baking is a CG term for building an image texture out of a procedural object. Although this does not actually apply to wm as all calculations are baked internally anyway, it's an old habit!
Sorry for the late reply. You've done a great job so far. You can create stones by using layout device combined with blur node to round it off. Bake it out and combine with very subtle advanced perlin noise. Then scatter it as per your need. About the vertical faces, you seemed to have it under control already. Your resolution 16km at 2k should be okay, I meant 4k or more.
hello, the texturing is done by mixing toghether some colorizer-presets (desert, drainage, dirty) and adding some solid colors with the "simple Layer macro". Maybe I should mix in some real life texture?!
Yes, the terrace-filter needs some "steepness/angle control" - found no way to manipulate this, so far :(
I really like the texturing/shading...is it a tweaked preset or something you made yourself entirely?
The advanced perlin has controls for steepness, but I think in the end it is the terrace filter which causes extreme vertical faces. At the moment I don't have an immediate suggestion, I'm afraid. Sorry.
Any ideas, how I could fix the "steepness"? (it depends a bit on the terrace-shape value, but how to set a "max angle value" in general/global?) What problems do you mean, when going to high res? (Would 2k be a high res for you? - both terrains are in 2K res 16x16km btw)
the strata-fx mainly comes from layering terraces and altering the shape-slider. Maybe I share a file at the end, when I am happy with the results...
@Hotshot Meanwhile a version with less terraces overall and a bit more "smooth"