It's pretty simple to get a shadowmap of a terrain for selfshadowing. It's just a matter of how you apply it and combine it with other shaders, that's the tricky part.
Read here:
http://www.gamedev.net/reference/articles/article1817.aspI make shadowmaps in code, as 2d maps based on those calculations (easily converted to a bitmap or rendersurface). Then blur them in 2d, not screen space, for example using Zaks gaussian blur shader applied to a rendersurface.
Yea, the difficulty I have is that I am not doing this in post. I am actually calculating the shadow maps in an object shader - which is then applied to the CTVLandscape geometry. That is not TV splatting, it is my own. I'm currently working on SSAO, so this is on hold, but I thank you for your input and I have bookmarked that url for a later date

. Thanks again Lenn, I appreciate your input

. Although, I have used gaussian blurs before, I don't understand quite how to do it in a case such as this. I have tried rendering everything as black(shadow) and white(non-shadowed geom), inverting, then blurring it, reverting, etc and then rendering as post. But the result never seems correct. Like, hmm, it is hard to explain. But yes, what I'm trying to say is, blurring shadow maps seems like the best solution. But my efforts to do so currently have not yielded good results. So if you have any further advice I would appreciate it. Thanks Lenn

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