On the surface, this terrain seems fairly standard and honestly kind of boring, but it represents my first “successful” attempt at creating a semi-realistic subduction based plate boundary. It comes complete with inland mountains/uplift where the oceanic plate pushes up the continental plate, accretion at the boundary, varying amounts of uplift due to non-uniform plate density, and since the plate shapes are driven by Shape devices, it’s really easy to iterate on to simulate further subduction.
Spatial parameters have been a complete game changer for me, as you can almost fake 3D noise with it, allowing me to do things I never thought I could! I’ll probably work on some basic textures for this tomorrow, but all in all, I’m really happy with how it turned out, and really excited for the kind of stuff I might be able to do now!