Yeah, no worries about z-fighting - Generically, the tessellated area forms the cap of a 'terrain following vertical extrusion' - in the first case I'm using it for the top of a region of trees, with a terrain-following strip around the outside with appropriate textures for trunks, possibly another strip around the edge for foliage, the top will be textured, probably displaced slightly on top of following the terrain, with a bit of paralax mapping for relief. Should look pretty effective for what I want to achieve.
I've got some other ideas for using the functionality it once I have it in the toolbox ![]()
Alex

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