Layers of ground textures

If a put down 1 or more ground textures on top of those already on an area, is there any penalty in resources used, or is only the most recent texture consuming resources? I know that undo will remove a texture, but is the old one only maintained in the undo/redo stack? I am using TRS22PE
 
is the old one only maintained in the undo/redo stack?
I just tested that to confirm. I painted a texture on a bare baseboard. Selected a second texture and covered the first texture completely, then repeated with a third texture.

Pressing Ctrl+Z removed the top texture to reveal the second texture. Pressing Ctrl+Z a 2nd time removed the second texture to reveal the first. Pressing Ctrl+Z a 3rd time removed the first texture to reveal the bare baseboards.

Pressing Ctrl+Y repeatedly reversed the removal process to restore each texture in sequence.

Yes, there is an overhead, usually small unless you are talking about very large areas of ground texture. One technique that I use to remove any hidden (i.e. completely covered) textures that I know I will not need is to disable the unwanted textures in Content Manager, then in Surveyor run the Delete Missing Assets command then save the route. I then enable the disabled textures in Content Manager.
 
Thank you for your reply, pware! The workaround to remove un-needed textures makes sense. As far as I know, there is no way to remove textures with a brush the same way they are laid down. I would be happy to “brush away” all texture from an area before before putting down a new texture. For example, changing a grass field to an asphalt lot, or vice versa.
 
There are a lot of things I have not gotten any experience with. Only recently have I done much with route building. I am thankful for you and others that have given me good help on things I have asked about.
 
I do seem to remember a time I was trying different PBR desert texture s in a spot, and after applying a few, there was some depth due to the PBR nature of the textures, so you may run across that.
 
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