My approach to capture sand and practicing my pipeline. I used the same workflow as before but I modified 'Zbrush' part. Instead of building lowpoly plane with 'Topology brush' I appended simple 3D plane and used new friendly 4R8 gizmo to tweak it's position and match scale. Wasn't faster but more accurate. New gizmo is definitely more handy :).
Scanning sand I realized that it is much more alive than I thought and it is changing all the time. Also shooting positions has to be well planed before moving on sand is destructive to it's surface and there is no way to turn back with camera and repeat shot.
To make sure I have enough details I took 112 images but I generated just 12mln polygons mesh.
Any light inconsistency on texture was successfully removed by Equalizer node in Substance Designer so I didn't care too much about that while was fixing and patching material in Painter.
Have to admit that scanning sand is pretty hard. Not as much as grass but not as easy than I thought before.