Fellow hex enthusiasts: what (if anything) is your strategy for making a hexified heightmap look organic?

I'm trying to strike a balance between clearly identifiable grid cells and a somewhat organic look kinda like the coastlines in Civ games.

At the moment I have a somewhat crude approach of averaging the heightmap pixels within a certain hex SDF range and applying blur on top.

Still looking a little too chunky though?

@TaylanK I’ve tried a lot, but haven’t found a way to keep the cells clearly identifiable AND not visually noisy AND pretty at the same time. It’s a very high level visual art problem.

For an organic look I use local slopes and noise to push vertices and color edges around. Goes a long way.

@jonikorpi It's not an easy problem to solve, but it's also a great problem to think about while one is avoiding making architectural decisions about the rest of the game. 😁

I'll try pushing the vertices around. Thanks for the tip!

@TaylanK I like how the terrain looks. I don't see an issue with it.