I often find myself trying to sculpt reliefs or other dips / increments to a model with a set depth or height. Like this, with the plant figures all being the same height:
The layer brush-tool with the "set persistent base" setting is great for this, but it doesn't support dyntopo. Without dyntopo, I need to add a ton of subdivisions to the entire model I'm sculpting to get enough detail & avoid ugly artefacts in the sculpt, which always crashes blender when I'm trying to bake the high detail model into normals (asked about this here as well: How to go about baking fine details into normals). I can kind-of sort-of get around this by voxel remeshing the high detail model, but that gives me awful glitchy normals when baked to the low poly model.
Without the layer brush, two strokes accumulate on top of each other when I'm continuing the sculpt, which causes ugly dips and spikes, like so:
It's really easy to see where one stroke ends and another begins in the overlapping parts. I've tried smoothing & flattening, different brushes that work with dyntopo etc. to no avail.
This has to be a fairly common usecase, right? How do people usually do things like this?