Neat, thanks for that!
Whilst I'm posting I want to share something in return. I discovered a neat trick to make grass blades on the terrain really easily. I don't know if it's been done before or how practical it is, but when I was playing with the random selector it hit me that I could use it to 'randomly' generate grass blade meshes all different sizes and facing different ways.
I'll explain what I did incase it might benefit anyone.
I duplicated the terrain mesh, deleted parts that I didn't want grass blades on, then I ran a few levels of mesh smooth over it until the edges close to the track were the right length for grass blades, then used the random select tool to randomly select edges (I only used 1% in the tool, and that was ~15,000 edges) Then I extrude them up and leave the edges selected then detached them (the one top edge selected caused the 2 faces (one facing each way) to detach). Then delete the left over mesh.
Then I switched to face mode and selected all and set the auto smooth to a very low value 0.something and auto smoothed then selected by smoothing groups and detached each to element (this will separate any joined faces, I got some side by side with the random selector).
With all selected I checked the amount of faces I had and made note of it, then looking sideways with ignore back facing turned on, I swipe selected the half facing me (did this a few times, orbiting each time till I ended up with exactly half of the total faces that I noted down) then set the alpha transp. material to those faces, then I inverted the selection and set the chroma transp. material to the other faces.
Then I selected all and with snap turned on I shift + drag and duplicated the faces and snapped them back in place, then rotated the faces 90 (with the object gizmo thingy set so each face would turn on its own axis) and there you go, random grass blades everywhere. Then I just selected them in groups and broke them up into different objects. For this project I ended up with 37 objects ~800 faces each, set to lod out at 200. Also I set the mipmaps to blur out faster so the grass kind of fades out/in smoothly and blending with the terrain you hardly notice it loding at all.
It takes a lot of processing power to do, if you have an older pc and you try it, break the mesh up first and do it in stages.