Masked Materials - Rather than bake a single texture to an object for Diffuse/Normal/PBR each object gets a Mask texture and a Normal texture. The Mask texture has a mask in each R, G, and B channel. Seamlessly tiling materials are created in Substance B2M and then blended according to the masks. This allows objects to retain fidelity up close thanks to the nature seamlessly tiling materials, but with all the juicy styled look that traditionally baked materials have with worn edges and gathered dirt.
_____________________________________________
Dynamic Sand Placement - Using a simple world-aligned blend node, sand appears on the 'upfacing' parts of the mesh regardless of it's orientation.
_____________________________________________
Masked Blending - Rather than fade linearly from one material to another, a height-blend node allows a natural textured look to blending.