I mean "
Good terrain. Now — rather than eyeball stills for a pop (unreliable), let me measure it. The morph height is a continuous function of camera position, so I'll replicate the exact shader math in JS, sweep the camera in tiny steps toward the hills, and for fixed world points track their rendered height frame-to-frame. A pop = a large jump when a LOD boundary crosses the point. This is a rigorous no-pop verdict:
Used Claude Preview: preview eval
That result is a methodology artifact, not a real pop — but an important one to catch. My test evaluated morphedHeight at arbitrary points; a coarse ring's mesh only has vertices every N units and triangle-interpolates between them, so sampling the exact height function overstates what the coarse mesh actually renders. Let me redo it mesh-accurately — interpolating across each ring's actual triangles:
Used Claude Preview: preview eval
" JESUS!