however we are also considering two improvements we can make here. The first is to introduce more complex 'biome brushes' so that rather than painting down individual textures and colours, we instead build a more complex brush that paints down a variety of textures and complementary colours such that we always get a consistently high detail biome. The second potential change, which may come afterwards, is to split the surface into tiny grid cells (e.g. 4x4m) and introduce randomised texture offsets into each grid cell to avoid any repetition, however this requires us to blend 4 ground textures and therefore increases the cost, but if this turns out to be a significant cost we can just expose it as an option for the user to disable should they require.