Had a couple of hours today and got a bunch of stuff done! Blocked out some cliffs with some scanned data, did a quick zbrush sculpt for a merger, baked a mask and normals for the material blending in the shader and added some additional stuff like a custom triplanar in the master shader, detail normals for the mergers and camera divided texture sizes on the terrain layers for better readability far away.
Overall I think I got some good angles but the large cliffs look pretty garbage right now, might do a quick sculpt pass on that too and blend with the scanned textures like I did with the merger. I def need some more readability on those silhouttes.
After Kupsers comment (sadly couldn't add images in the comments):
Current Normal blending, not very pretty normal info, looks veiny. I want the wispy sand look instead. Thought I'd do a new info pass in Houdini to get better slope informaiton :) ....oooor (next image)
Maybe blending in these normals in the terrain from www.textures.com based on a baked mask or something.
I could use fake cloud shadows or ambient FX with moving wispy sand to break up the terrain, but I'm guessing the latter won't fit well with a beach because of how the sand would be packed so close to the ocean.