How do I go upon blending between each of the textures here?

Hello I’m trying to create a custom tiling function which tiles a texture more seamlessly by randomly rotating and scaling the texture, here are the functions in order:
MF_Rotate (rotates x,y around a center x, y): MF_Rotate posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4
MF_Neighbours, finds the neighbours of a UV cell (floored uv, which creates an integer x, y to use for rotation and scaling): MF_Neighbours posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4
MF_TextureTiling:https://blueprintue.com/blueprint/2c5p85xs/

Here is the current final result of the function right now:


Now the current problems I’m having are the following:

  1. Doing fmod on the uv results in these weird light brown-green lines bordering the UV cell.
  2. Obviously there is no blending between each UV cell.

Now I don’t particularly care about 1, since its only noticeable at a distance, but I really need to fix 2. Now I have a heightblending function but I didn’t know how to use it, so I used the MF_Neighbours function to get the continuation of each UV cell (up, down, left, right, top-left, …), so if I’m in cell x, y, the scaling and rotation of that cell pertains(continues) to x-1, y in the left neighbour, x+1, y, in the right neighbour, etc.

IMPORTANT: SO IF YOU WERE TO LERP, SAY THE NORMAL TEXTURE SAMPLE AND THE LEFT/RIGHT TEXTURE SAMPLE WITH THE ALPHA BEING (THE R COMPONENT OF FLOORED UV MODDED BY 2, TO GET VERTICAL B&W STRIPES), YOU WOULD SEE THAT 2 UV CELLS ARE CONNECTED SEAMLESSLY, SAME HAPPENS IF YOU DO 1-X FOR THE LERP ALPHA.


As you can see two horizontally adjacent cells show tiling, because they are, since the texture is continuing to the left/right.

So using this information how would I blend between each UV cell? Using lerp is fine, I will replace it with my custom lerp function.

If the neighboring UV cells were getting their data injected into the target cell (Cell x,y…which is to be rotated / scaled), how would this material ‘know’ how and where to render the blending so the texture is seamless?

It could be the lines that are showing now are based in the MF_Neighbours calculations. So are the discrepancies in blending the different cells into a seamless, non-repeating texture. I don’t see the alpha being used in MF_TextureTiling. What you are trying to do is a more advanced procedure, I think, than merely rotating / scaling and then blending. Some of it actually looks ok. I’m looking into this kind of mixing of a texture’s parts to get a non-repeating, more non-pattern material that can be modified in instances per large tile of it. Try checking into the code / material graph of the texture bombing function, and perhaps the 4-way chaos function. They’re often utilized for texture blending and ‘randomizing’. Another thing to consider is generating overlap of UV cells’ data and basing it on color somehow.