How to reduce blur?

How do you reduce blur in game?

As you can see from my map there’s considerable blur in game at close proximity how do I remedy this?

I’m using FXAA and have tried setting all textures used to Level of Detail >> Mip gen settings >> “NoMipmaps” and selecting never stream?

Any ideas?

Your texture map is getting stretched by the UV’s

How do I remedy this, is there anyway I can do this for specific areas in the map as that would be massively helpful.

distribute your landscape more evenly and avoid steep landscape as much as possible.

It needs to have steep landscape, how can I fix?

Forget about UV’s and go world space with your textures. Triplanar mapping should better align your texture(s).

How does that work and how do I implement it, is there an easy fix?

This should get you started in the right direction. =)

I appreciate that se!

But it’s way too complicated for me being an amateur , I’m not sure how to setup my material/textures to get that to work?

Triplanar: Texturing | Unreal Engine Documentation

Or

Slopes: Material Layer Change per Terrain Slope - Rendering - Unreal Engine Forums

Both cool, also searching the forums is a great way to find solutions.

Thanks Konflict!

Are there any free triplanar textures/materials available from anywhere that you’d recommend for an outdoor landscape map?

Here, this article will explain: Use Tri-Planar Texture Mapping for Better Terrain
You can use any texture, since the technique basically blends the texture from all tree axes. By using the WorldCoordinate3Way node, you can blend 3 different textures, or the same one on all three axes.

This one, Open World Demo Collection in Epic Content - UE Marketplace have it all for the outdoor environment, but it’s a bit resource heavy and takes time to load it up, but once you got it you can migrate some stuff out of this basket if you will. They’re free to use for all purposes with some brand limits.

Tileable landscape textures can also be found all around the internet, the best quality pry comes from purchased kits only, but for rapid prototyping just use anything you already have, even a checkerboard should do it until the artist gets you the fine textures. There are also nice marketplace items from talented artists worth to note, when you’re after high quality game ready stuff out of the box.

Thank you so much Konflict, the game I’m making is a non profit mental illness rehabilitation mechanism, so it really is much appreciated!