All tutorials I’ve watched on Youtube thought how to break tile repetitiveness using Sample Texture. But none or at least I haven’t found one that teach how to break tiling repetitiveness using World Aligned Texture node.
Anyone knows how to do this or provide a link to a related video?
The idea is to overlay another texture , pattern or for example randomization of color / contrast which will hide a single repetitive texture. Without such an overlay even the most perfect seamless texture would look repetitive. Many landscape tutorials are about this topic and there are a few about how to make realistic grass / plants which discuss automated color variation in materials.
Both suggested tutorials are using Texture Sample and Texture Coordinate Node.
While I need to use World Aligned Texture Node.
The problem of using Texture Sample Node, the result / appearance / the tiling size of the material on the mesh will change according to the scale of a mesh. Then I have to tweak it’s u tiling and v tiling for each different mesh to make the look correct. While by using World Aligned Texture Node. I don’t have to. It will ignore the scale of the mesh.
If there’s no way of breaking tile using World Aligned Texture Node. I guess bombing is the alternative for my case since I don’t have to use two different textures or more.
While having proper UVs may give you better results faster, at least for this specific situation I’d say the outcome is sufficient. The tiling for the noise had to be really small, otherwise the patterns were noticeable.
I don’t use the WorldAlignedTexture node, simply because my materials exist since the beginning of working with Unreal Engine and my copy+paste master material mayhem does it without, for now … (maybe I should consider some refactoring there)
You can connect the output of these nodes into the UV input of your texture. If you connect a Multiply node inbetween, you can increase or decrease the tiling of the projection.
This link provides you the material code. Just copy + paste all the code lines into your material graph.
There is a problem that I do not understand when I am trying to connect worldtexturealigned with texture_bombing. Because both of them are inaccessible directly, there can be no direct connection between them.