The problem is that terrain blending is currently inconsistent in Second Life causing a lot of grief and even some economic issues as people can't use landscaping products as they expected the land to look the same between viewers and operating systems.
Terrain textures in Second Life are historically blended by using a Perlin Noise Generator to create more interesting variation: https://github.com/secondlife/viewer/blob/develop/indra/newview/llvlcomposition.cpp#L535-L554
The Perlin Noise Generator is expected to source the random numbers from a static seed (42) for
repeatable noise for stable terrain textures
as per: https://github.com/secondlife/viewer/blob/develop/indra/newview/noise.h#L313-L314
However, documented in another viewer source file it is mentioned that you should use a different random number generator if you want
stateful random numbers
as per: https://github.com/secondlife/viewer/blob/develop/indra/llcommon/llrand.h#L34-L37
This is because the functions used "srand" and "rand" from the c++ standard library are implementation defined and can even change across compiler versions / operating systems, which is why terrain blending can look different even across TPVs even if all the relevant code is unchanged.
Therefore, I request that the viewer is updated to use a
stateful random number with a fixed seed
going forward as it is EXPECTED to work that way, as per the code's own comments left by developers in the past.