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I am still learning geo nodes and need some help with realistic terrain generation.

The goal in the end is to have a plane that will make it appear that the cube is on sandy terrain, but directly underneath the cube the rocky terrain is missing and you can see a metal plate that was hidden by the terrain.

Step 1 of the project would first be to create a gradient, or a flat surface for the cube and a terrain around it, then a nice noisy weathered gradient would be important, but one thing at a time. Thanks for everybody with an idea.

enter image description here

Here is my node tree but I am not sure if there is a better way to get closer to what I want. I hope this helps: enter image description here

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    $\begingroup$ do you mean you have some gn setup and it does not react as you wish? If yes, you should share this setup. $\endgroup$
    – lemon
    Commented Feb 16 at 7:35
  • $\begingroup$ I am sorry I thought my way is so wrong it can´t be hepful but I added it. Thanks $\endgroup$
    – falk
    Commented Feb 16 at 23:53

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You can not use the selection input in the set position node for this. You need to mix the positions like this: A mix node mixing between a position and a position with its z modified by some noise

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  • $\begingroup$ Thanks, I implemented this into my setup but I still have a question, is it possible to scale the proximity distance down without scaling the cube? $\endgroup$
    – falk
    Commented Feb 18 at 18:10
  • $\begingroup$ If you tinker with the values of the Map Range-node and the Color Ramp-node it should be possible to tweak it. Sometimes it is easier to use a Float Curve-node rather than the Color Ramp. $\endgroup$ Commented Feb 18 at 18:27

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