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I have a lot of quads on a grid, which will get displaced by a Displace modifier with a noise texture. This is my current result: enter image description here

As you can see, quads aren't deformed in a way that will make them stay coplanar.

Is there any way to solve this, either with modifiers or a script?

Thanks in advance!

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    $\begingroup$ Are you using the displace modifier on each tile? Would need to apply the modifier before using the fixes in blender.stackexchange.com/questions/35193/… Otherwise you could make a row x col grid, put the displace mod on that and dupli-face a plane from it. $\endgroup$
    – batFINGER
    Jun 15, 2016 at 19:13
  • $\begingroup$ @batFINGER can you explain the dupli-face ? I tried it but it was not good $\endgroup$
    – lemon
    Jun 15, 2016 at 19:48
  • $\begingroup$ @batFINGER, sorry, never mind... it is ok... $\endgroup$
    – lemon
    Jun 15, 2016 at 19:52
  • $\begingroup$ the solution given by @batFINGER in image : i.gyazo.com/c2df56c47215630d12c2239a4146a93a.png $\endgroup$
    – lemon
    Jun 15, 2016 at 20:04

2 Answers 2

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As @batFINGER said, you can use dupli-face.

Create a plane and parent it to your displaced mesh (the one you shown in picture).

Set this selected mesh parented to your displaced mesh

In the object properties of your displaced mesh, go to the duplication panel and select "Faces" (the blue button on the bottom part of the picture).

enter image description here

And.... that's all...

On the left, the "tri deformed original mesh", on the right "only planar quads"

(again, thanks to @batFINGER comment) enter image description here

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enter image description here

Here is a particle system on the vertices of a high density mesh. Since the particle system is after the displace modifier, only the location of the object particles are affected. Internal vertices of the object particles are not affected.

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