It's probably related to how I've done the conversion since... ummm... yeah this might not be ideal I will put macros and details in eventually tho --- Post updated --- on a more positive note that's the best I've seen the sand textures looking since 0.3, gah damn
Add macro textures with correct settings as well as proper heightmaps; that's how the game calculated the blend between terrain materials.
A macro map is not something that has a universal way to be generated unfortunately, you're best off looking for fitting maps included in BeamNG itself. In this case a look at the JRI terrain setup should do the trick
alright! --- Post updated --- I have to have done something wrong... --- Post updated --- I just ripped the macros straight out of JRI, probably a mistake because it didn't solve my problem.
Your base mapping scale should be the same size as your terrain map--2048, or 4096. Also, I've noticed that the roughness map affects the edges of the terrain creating more of a ragged edge than without it. I'm still learning but hope that helps.