You’re welcome, Alex, and thanks for the nice feedback!
The simple answer is, normally a clone is a clone is a clone. It is produced once and then it is more like an instance object. It can have some information adjusted, as in PSR, Color or where it is in Cloner space (u,v,w), ID, etc.
But to change later on values of each part of the clone, is not the idea, as in change the Displacers source the Noise (which is deeper than Displacer), for that, to a certain extend, the Blend was introduced, but yes, there are limitations how deep it reaches.
To get you anyway to what you want, I would suggest to create only one clone first. While the Noise in the Displacer is set to Object or Texture, (test this on yours, which one delivers constantly). It all works inside of the 3D noise space, which can be imagined like a sky filed with clouds. From each new location it looks different. Hence in my earlier examples I used World, which isn’t working here, but Texture and Object should.
After this the “pile” is created, and then the distribution starts. I hope my mini set up delivers for the whole scene enough variety.
Scene file:
https://www.amazon.com/clouddrive/share/el7SuH5Bz0rPYtdwTWzs4i0D6QW5SfDKJzzQaEDU4iv
Let me know if there is anything else, as it is a larger and complex project, I hope my little contributions can help to make it work.
(As a side note, the proxy/object method, could be more effective if the camera path would be known, so parts that will never “pop” into full details could be set up with a secondary clone system. Just a thought. But perhaps Rendering Instances might do the trick for these areas already, which would disable the idea fo individual shaped objects)
My best wishes for your project.