With this update I’ve changed the Opacity of Poly_GrassWoodland to around 20-40% and then brushed all along the outside of the grassy area so as to give a bit more of a transition from 100% Grass to 100% Dirt while also doing the same with the dirt patches inside the grassy area.
Then I used the Flat_RockDark texture to brush around the rock to both get rid of the grass clipping through the object while also changing the Opacity levels of both Flat_RockDark and Poly_GrassWoodland to lower Percentage values to blend Rock/Grass/Dirt together the further out I go from the rock object.
The Log, Stump, and Tree I used Poly_GrassRoots&Moss to give a bit of a dirt texture around each object while also using Opacity to eventually blend in with the grass texture. Personally I’m not very satisfied with the result since the texture of the trees are a bit more of a grey as opposed to the brown texture so it would be an idea to fiddle around with the Opacity levels a bit more.
Finally I added Poly_BrushGreen01 to add a different type of grass to the scene and just added clumps of it around randomly to add yet another color to the environment for variety.
Here I simply added 2 objects being a few candles for lighting as well as some pieces of paper strewn about giving yet more variety to the scene while adding human influence.
Finally I then added a few Fireflies lighting effects + a glow that only appears at nighttime which suggests the light is emanating from the fireflies pretty much completing this example of a small environment.
The main idea for Texture Blending is simply changing the Opacity levels of your Texture Layers so as to blend each added texture together to make texture transitions less sharp but more gradual. This can be quite time consuming depending on how much detail you want when it comes to using multiple Texture Layers and blending them together.