Adding gaps and smoothly filling them with quadrilateral mesh loops.
Clipping the mesh at the iso surface of an implicit plane surface.
Adding noise to the signed-distance field for distortion.
Opening the gap by translating both mesh pieces along the SDF's gradient. The filling is created by the sweep node which uses the boundary curves as cross-sections.
The filling gets interpolated between corresponding boundary points using spline interpolation.
This results in a elongated mesh that smoothly fills the gap with quadrilateral mesh loops including texture coordinates.