Quote:
Look at what I wrote above. If this was really the problem, it would affect all volume sizes,
Nope. Oh, okay, you are right, it affects them all, but the larger the volume, less damaging these terraces are. And this is more than just logical. Check the definition of Coherent Noise first. You have a function that alters its value slightly when its input is slightly changed, and random, when it is more hadrly changed. If you have big volume, you end up with sequence like:
0.5, 0.5, 0.51, 0.54, 0.6, 0.63, 0.7, 0.7, 0.71, 0.7, 0.65 ... they change by small intervals thus your density value changes by 1 in worst case. When you downsample it, it looks like: 0.5, 0.53, 0.7, 0.9.... thus terracing is unavoidable.
Better ANL noise resolution = far less terracing.
Smaller the ANL resolution = More nasty the terraces.
And is some of your shots, it looks like you do not use density value at all!
What values do you use?
And this
is the problem for you. How to solve it is on your own, because everybody wants something different. You have to base your filtering on my 6 level-deep for loop and filter it as you like. The topic with X/Z voxel heightmaps is not new, but it is definitely one of these topics that require research. The raw low-pass filter will smooth very good, but will eat small features.
Also, you need to run the filter as a post process, and in your case fr each column, only if you hit material in neighbouring columns for given height.