I’ve created a few materials in Quixel Mixer and imported them into Unreal but no matter how I set them up in blueprints, I always get horrendous tiling. I’ve tried so many different tutorials and I always end up with either horrible tiling, or less noticeable tiling but sub-par material quality. I’ve tried texture bombing with macro variation but it just ends up looking blurry with the layers not lining up. With that said, I have two questions:
What is the best way to apply a landscape material and set up the material randomization in blueprints to get the best quality/least noticeable tiling possible?
What is the best way to apply displacement to the landscape material using a heightmap? I’ve tried many tutorials on this as well but always end up with tessellation that doesn’t really match the heightmaps I plug in (bumps where there shouldn’t be)…
Any suggestions/comments would be greatly appreciated!
Here’s something good about breaking up tiling materials:
If your material is ‘bumping’ in the wrong places, you must have setup the material wrong. There are an infinite number of tutorials on utube about this.
I assume when you say blueprints, you mean the material graph, as you wouldn’t normally use blueprints to break up texture tiling.