Got asked a couple of times how I blended the road/plants. So here’s the same copy&paste answer
Basically, feathering by density.
Multiple particle hair systems with multiple density vertex groups over multiple files Everything is linked to the main file for the final render.
None of the particle system have a visible emitter so I can edit the ground texture at any point in the main file. Of course, If I change the geometry of the ground I’ll also have to change it for all the files with the particle systems.
Hope this makes sense (Display amount not at 100%):