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Imagine instead that each ring is joined by a set of springs, which can be compressed down to zero and extended to the difference in the grid snapping between the 2 rings. As the rings snap to different grids the springs extend and contract to fill the gaps. Now place some vertices on these springs and you have a terrain mesh, where the majority of vertices are snapped to locations depending on the LOD, except those joining the rings, which such that the transitions between the layers are seamless



You are a genius :)




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