Finished up the normal blending. In the mesh blending set-up. Im going to add back in the texture normal mapping and such a little later. Figure I should finish up the LOD methods tonight, but the hard part in regards to a terrain blending shader are done with. Was a lot easier then I was i expecting though. Mind you achieving this between any two arbitrary meshes would be another story. Much better now. I aligned the tiling by hand so there is a micro mis-alignment and I need to fall back to pre-computed normal's for the terrain mesh (Micro normal differences in places. Precomputed normal's tend to be more accurate, as lower lods don't have enough points to make an accurate enough normal representation.), but aside from that, everything is done in terms of what's needed to pull this off, the rest is trivial. Anyways Im going to finish up the last LOD method, safe to say the system now supports mesh blending however; There'll be an interface for setting up objects and dispensing them. Essentially add objects like you would trees/details. Define the settings on a per object bases and click generate when selecting object from the tray with. I'll detail the whole thing when that's ready. But should be relatively efficient.