I believe there are two problems happening here:
- 8bit terrains have serious terracing due to the imprecision of the data – this is an unavoidable artifact of your source data, and can’t be fixed even if you change the file format (unless you have a high-bitdepth source you are generating the raw file from and can use that)
The way to compensate is to drop a Blur device onto the wires coming out of the file input device, and set it to a radius that is sufficient to erase all of the stairsteps in the terrain.
- I don’t think the chain of Height Selector -> Slope Selector is doing what you intend it to do. The Height Selector returns a mask, not a terrain, that indicates which areas were within your height selection.
If you are trying to select an area that is within both certain height bounds AND certain slope bounds, you’ll have to do this differently, like the pic below:
In this image, each selector is producing a mask indicating where its condition is true: So one has areas above sea level, another has areas of high slope. The combiner (set to “multiply” mode) then merges the two masks into one mask that consists of areas that are both in your height band and in your slope band.