## What I am trying to do

I am working on building a very large mesh terrain using height-maps (DEMs). I am trying to accomplish this by tiling the DEMs using QGIS that maintains the georeferencing data on each tile. Using the BlenderGIS add-on, I import the mesh as a RAW DEM and use Delaunay triangulation to generate the mesh. I use QGIS to generate a hillshade texture and tile that with QGIS using the same parameters for the DEM and then apply to the mesh using nodes.

## The Problem

Each tile is imported and save into it's own blend file. I link the mesh object from the external .blend files. Since the entire scene is georeferenced, the tiles are placed in the appropriate location. However, I get these small lines between each tile. I am not sure how to fix this. Is this a problem with the add-on or am I doing something incorrectly?

Since I will ultimately be moving this to BGE, I would like something that is BGE-friendly. However, if the solution is modifying something inside my external .blend files that does not apply.

Here is a screenshot of my tiled mesh 3x3 size:

Here is a screenshot of the mesh with a texture:

Each tile is a 500m x 500m square for a total size of 1.5km x 1.5km. Once I figure this GAP thing out, I plan to switch over to BGE and build a LOD. These are all high poly but I also have low poly version already created for these 9 tiles. When ready, the entire mesh will be about 31km x 31km in size.

## Update

I contacted the BlenderGIS plugin developer on Github. He suggested using a smooth modifier, which did not seem to resolve the issue. It only forced me to make all the linked files local, but the gaps remained.

The developer of the add-on suggested to shift each tile by 1 pixel. This sounds reasonably simple for the pictures shown. But when all is said and done there will be about 3000 x 3000 tiles to shift.
Is there a way to create a predefined grid of a specific cell size that I load the tiles into and swap tiles as the camera moves?

• Seems to me it would be worth posting on the Github / Issues page for the addon – cegaton Feb 9 '18 at 0:39
• @cegaton I posted on the github issues page as well. I wasn't sure if this was an addon issue or something i did wrong in blender. – Chris Feb 9 '18 at 0:50