Great tut... Thought i'd chime in... I do the same 'wear'thering for some terrains and lattices with a blur in PhotoShop. Depending on the scale you need this is a very quick way to bevel/fillet, and as you can see, it makes a difference. The erosion operator in the terrain editor is sometimes nice after this step, to get some grooviness. An advantage is that one material can be mapped to the whole thing with parametric, which I can't always do well on the primitives (The best solution I found for primitives was "object cubic" mapping). A disadvantage is a terrain has to be more or less flat to hide its little steps... I do wish we had beveled primitives and a sphere and cylinder terrain object, It's hard to make a good sphere with two hemi terrains or a lattice, you get artifacts at the seam... :-( If you do quarters or eighths, maybe you could hide it, but lots of work. Cases like that, made me buy Carrara, and I'm still not getting something. My buddy Clark tells me ZBrush has great bevels and fillets.