Hi Stefan,
I hope you understand I'm not trying to patronize you, I'm actually very happy to see Houdini poping in this forum :)
The spikes are indeed a side effect (!) of having to much information in the noise, and not enough points to sample it precisely.
So here's a test using a quadball (it's easy to build with the ray operator, but you can also install the gamedev tools), and the the unified noise. I had to reduce the warp from 6 to 5.
You can also filter the noise using either a smooth operator, or an attribute blur one. I still prefer the old attribute blur, as is seems (for me) to do a better job on the spikes without removing too much details.
Beside, kudo to Michael for the sub-d importer, this baby has 1.5M quads :P (but only 6 surfaces).
An other solution is the sample the noise inside a vdb (voxel) sphere. You will get less spikes, but the topology is kinda weird and I don't think the sub-d importer will appreciate it.
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