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I used the landscape generator to create two mountain ranges.. They go edge to edge and have a weird clipping effect. I want to join them together and have the vertices joined cleanly and look normal. How could I go about this?

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You can combine two landscape using the bridge tool.

  1. Select one of the landscape in object mode and move it away from the other slightly.

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  2. Select both landscapes in object mode

  3. Join the two object together, Ctrl J

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  4. In edit mode select both edge loops between the landscapes.

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  5. bridge them together using the bridge tool, W -> Bridge Edge Loops

    • Number of Cuts: adjust this so that the generated polygons look square

    • Interpolation: Blend Surface, has the best look for bridging terrain

    • Smoothness: adjust this to your liking

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Final Result

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  • $\begingroup$ Best answer so far. Exactly what I was looking for. $\endgroup$ – EmptyStuff Mar 2 '14 at 18:58
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Using a heightmap (first method I thought of)

Assign a gradient to both of them, from black to white along the z-axis. Render this from the top to get the combined heightmap. See this question:

Displacement map from existing 3d geometry

Create a new plane and assign the rendered heightmap.

Using the shrinkwrap modifier (second and better method)

This is fairly quick, easy and gives excellent topology.

  1. Join the two planes into one object.
  2. Create a new plane with desired resolution. Place it over the two first.
  3. Make it the same size in X-Y direction.
  4. Add a shrinkwrap modifier to the new plane. Set the target to the joined terrain object.
  5. Set mode to Project.
  6. Make sure Negative direction is ticked.
  7. Select Z direction.

Result: resulting mesh with shrinkwrap modifier settings

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I recommend to use Boolean modifier:

  1. Select one Landscape object, enter Edit Mode, ShiftCtrlAltM to select non-manifold edges; E to extrude selection; CtrlF > Grid Fill;
  2. Repeat Step 1 for the other landscape object; Add Boolean Modifier on either one, set Operation to Interset, set Object to another;
  3. Apply the modifier; Enter Edit Mode, press X to delete the selection (supposing you didn't change element selection in Step 1 and 2).

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NOTE:

  • You may also want to remove doubles or recalculate normals by then.
  • Boolean in blender needs objects being solid. That's why we need to do like this.
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