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Just a small thought. Since smoothing groups \ normals are the key factor for keeping your displaced surface continious, why not add a Smooth modifier (set to what ever smoothing number one wants) instead of the memory hungry Meshsmooth?
Yeah but I find that much slower, that subdivides your mesh or something, and if you start with a box with only a few polys, you need lots of subdivs to see any detail of your map. And then it is slow...
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