I'm trying to create some flat spots in my terrain to position buildings on.
My current strategy is to use a Heightfield Merge with the Lowest (cut away) setting, loading a heightfield much smaller than the overall scene, just big enough to hold the building OBJ. I then use a Heightfield Generate with a Painted Shader as the input (to create a specific shape for the building) and a Heightfield Adjust Vertical to get it to just the right altitude.
I ran into a few problems with this approach:
A) I can't figure out how to translate the smaller shader to the position where the building is supposed to be. The Use Shader tab of the second Heightfield Generate has controls to set the position of the shader, but this does not appear to affect my render.
B) Although the second Heightfield Generate does cut out the larger one, there is still significant curvature. The cutout seems to follow that curvature. I'm not sure what's causing that. I added a plane to more clearly show this (see image).
C) Is there a way to ease the transition between the flat and procedural areas so that it doesn't look like a sheer cliff? I know that two separate heightfields have a border blending option, but I can't find a way to do the same thing with merged heightfields.
TGD is attached.
Advice on either how to fix my approach, or a better approach, is greatly appreciated.