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I created a kind of procedural modeled ground (rocks desert like), with some decimate modifiers to have a really crazy topology.

The result is nice, except for some ngons faces that contains some weird normals, due to the elevation difference of several vertices:

enter image description here

How to avoid this? My first guess is to "flatten the face, but I can't figure out the way to do this operation.

I must specify that the face is not perpendicular to the Z axis, so a zero-Z-scaling (S Z 0) won't work here.

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This question doesn't state if you mean to flatten a single face - or many. – ideasman42 Jun 3 '15 at 23:18
Update, this is now included in Blender 2.75, – ideasman42 Jul 18 '15 at 10:39
up vote 7 down vote accepted

You can scale along the normal.

Set the Transform orientation to Normal in 3D view > Header:

enter image description here

Then press SZZ0.

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In test-builds, (2.76) there is now a flatten faces tool:

Mesh -> Cleanup -> Make Planar Faces

See Commit

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You can also use the flatten tool. This tool is part of an add-on that comes bundeled with blender. It is called "Loop Tools"

enter image description here

You can invoke it by going to the loops tools in the specials menu, W -> Loop Tools -> Flatten. enter image description here

You can enable it in the user preferences:

  1. Ctrl Alt U

  2. go to the Addon Tab

  3. Search for "Loop Tools"

  4. Enable it by ticking the checkmark

enter image description here

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