Always the question, eh? Multiple solutions, look at texture-bomb node for a start, but it usually comes down to:
a - multiple texture samples blended in some creative way, by height, scaling them up progressively (small/med/large), or some other noisy-pattern
b - funky-maths on the addressing/UVs so that you sample in a random-pattern. for that, go here: Randomized tiling function, eliminate repeating patterns in your textures!
‘a’ is like a catapult, brute-force, but it works well-enough
‘b’ is like a trebuchet, ultimately better in all/most ways except for the know-how required to build it
note that these are just 2 ways, but it ultimately comes down to something that samples 3+ times if you REALLY don’t want to see tiling in an appreciable area.
njoy
just as a practical example of ‘b’, it doesn’t really tile, but in the non-tiling pattern you can see an overall influence:
landscape
The only reason you even see those whitish lines/areas is that it’s part of the texture so even with a ‘bad’ setup it still mixes well.
Other things related to UVs: