Thanks so much for the help guys. I dont feel quite so alone now:)
Yes, the issue does seem to be that the world disopacement has an issue with pixel depth blends. Dont nention compile times, MostHost, it’s a masive hinderance!
I ve been looking to try and find a mode that it will accept but to no aviail. As I say everything else works great, its just that Dislacement (World Displacement) wont take this fade and as Im sure you fellows know scaling uvs on distance is too good a visual tweak to just discard. If it came to that id sadly have to keep the distance based tiling ( controlled by the Pixel Depth fade at the MF level) and bail on the displacment…which would be a shame.
I know others have this issue as ive mentioned above so id love to solve it and share but i think im missing something fundamental (like whether or not this is even possible).
Edit; This chap seems to be having the same problem. Alas, if he found a solution he did not share it. But its essentailly the same problem only ive got my pixel depths defined on the incoming Material Functions.
Heres what I have so far, Displacement would really set it off though ( andf some decent foliage)