Generated worlds arrived with a single ground texture tiled everywhere. The generator was already computing where rock, grass, soil and snow should be, but nothing used that information to draw the ground, so every generated world looked like pale sand.
The ground now blends four layers, trail soil, conifer litter, meadow and granite, from the generator’s own data. Grass, two shrubs, surface stones and an inexpensive distant horizon were added on top. Each revision was judged in the engine rather than from renders. One was rejected for blocky borders between biomes, grass that hid the shrubs was made finer and shorter, and the final pass fills bare ground at two and a half times the grass density.
It is still well short of the target look. Forests are sparse, distant hills are bare, the grass is stiff and there is no distant water. The ground textures started from generated images. Better blending between biomes, and a fix for plants growing on the wrong side of every hill, followed two days later.

