No, I didn't consider that option. Mostly because the primary function of a rigid terrain patch is to model the physics aspects of it. Depending on the application, the visuals of a terrain patch may require more than what makes sense to expose through the
API for a patch.
For now, you can add whatever visuals you want (matching or not any physics terrain patches you may have) by adding a placeholder body to the ChSystem, setting that body as "fixed", and disabling collision and contact for it. You can then add
whatever assets you want to the visual model for that body.
Having said that, we are talking about adding a formal definition of a "world" to Chrono which would specify both physical and visual description of the environment. We can discuss this off-line if you are interested in being part of this conversation.