As long as I’m decided on a final resolution, I can divide my project into multiple tmd graphs (stages). The method I demonstrated in THIS tutorial project, works for splitting across multiple projects as well.
This way I can finalize a terrain, before I can move on to texturing. I’ve found that texturing requires a lot more test builds, and takes up a lot of memory in case of file textures or materials loaded from disk. Easier to manage when your terrain and masks are all organized neatly into one single node that’s baked (so it builds in seconds). If you want to adjust masks, easier to do it in an isolated terrain project as well. Been working this way since Library I/O was introduced for the first time. Helps organize your mess, when you spend months iterating on a single piece of land.