atlases are also tricky, and far from being the best solution.
the first thing is that mipmaps have seams so you must spare some extra instructions in nodes to fix this.
secondly, you’re still limited to the amount of textures from *different *atlases.
with a 2048 texture that’s divided into 4x4 you get 16 512x512 textures, and this is barely in the limits of ‘good quality’. if instead you divide your 2048 texture into 2x2 you get 4 nice 1024x1024 textures, but then again it’s only 4 of them, which forces you to use multiple atlases.
now let’s imagine you want 16 materials in your landscape and you’re using a 2x2 atlas setup, which means you need 4 atlases. now if you paint 4 layers -each from a different atlas texture- you’re still using the 4 atlases into one component. since you’re using diffuse+normal+spec this adds up to 12 texture samplers of 2048x2048 textures. hardly optimal and you’d already break the rendering of that component.
different scenario. let’s say you can increase the editor’s limits and allow it to use 4096x4096 textures (should be doable in a config file, IIRC), and you still want your 4x4 atlas setup. this means you get 16 1024x1024 textures which should give you ‘good enough’ quality (unless you’re aiming for AAA graphics). I’d say this setup would be the ideal one, but if you ever need more than 16 materials then using a second atlas might make it too expensive