Painted shader will leave out nasty, sharp edges on the edge of displacements, not unlike the transitions from distribution shader. Even with high falloff values. Camera is right next to them, so I wish to avoid that.
You see, the whole problem now is that I have two lateral displacements that do not "spoil" the mountainside path and two that do. I try to mask away the latter.
I could theoretically go with the two I already have. However, I like to have at least three LODs in terrain features. That's why I try to save the two smaller, wilder displacements, but it's not easy...