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Hi @jailln thanks for your response, I tried as you said by trying with a DEMUtils way and it could have work but while doing it I realised that I was going to do several drawImage with offset and scale in a canvas 2D context to recompose the heightmap then I was going to transform it in the resolution Iam working with. In my opinion it's like redoing all the system (which is a bit complicated) so instead I tried to modify the LayeredMaterial shader applied on the ground and got the result I wanted (the computation cost is a render pass and should be optimized enough). But in order to do that I need LayeredMaterial to be exposed in the API, here is a PR #2517 (EDIT: actually do a shallow …

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@valentinMachado
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