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I've got an .obj file with a raised street (selected in the image) and uneven terrain around it and want to flatten the street, so it kind of blends in with the surrounding area.

enter image description here

What's important: This must not add or remove vertices, it should only change the height of the raised ones but not touch the position (x/y) otherwise or the surrounding area at all.

What makes this more complicated is that the surrounding area isn't the same height everywhere, so I can't simply s+z+0 without creating ugly cuts, which I won't be able to remove just by using the "smooth" tool because it doesn't take the surrounding area into account.

I'm aware I could create a nice slope by hand in sculpting mode (very carefully to not change the surrounding vertices) but is there a way to do this automatically (after selecting the area, of course) in Blender 2.91, so I can do it semi-quickly for multiple files?

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Use Smooth modifier with only $z$ axis selected:

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  • $\begingroup$ Thanks for the answer. I already tried smoothing with the tool on the left toolbar but that doesn't take the surrounding vertices into account. I can't use the "Smooth" modifier you suggested instead either because it can't be applied in edit mode, which means that it would smooth the whole object, not just the area I selected. $\endgroup$
    – Neph
    Commented Jan 11 at 9:25
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    $\begingroup$ @Neph you can assign a vertex group to the area you want to affect $\endgroup$ Commented Jan 11 at 10:28
  • $\begingroup$ Does that take the surrounding area into account or does it work the same way as the regular tool? $\endgroup$
    – Neph
    Commented Jan 11 at 12:03
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    $\begingroup$ @Neph I'm not sure what you mean... Why not just test it yourself? i.imgur.com/f6xHmhD.gif $\endgroup$ Commented Jan 11 at 14:05
  • $\begingroup$ The regular "smooth" tool in the toolbar only flattens the area a little bit (basically gets rid of the spikes, using s+z+0 is faster in that regard) but leaves it as a plateau. I just tested it: Create the vertex group, use s+z+0 to flatten, then move the whole area down and use the modifier in object mode. A factor of 1 (any higher quickly creates new spikes) and about 200 repetitions (100 leaves a couple of bumps) managed to make it blend in with the surrounding area. The result. Thanks! Please also add the gif and vertex group info to the answer. $\endgroup$
    – Neph
    Commented Jan 11 at 16:02

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