Thanks, I had a look at those settings, and all of them are set to “Epic” values. In the meantime, I did manage to narrow down the issue I’m having. It seems to be connected to using world align textures with both distance fading (between a near and far version of my textures) and world aligned blending, more specifically, the world aligned normal map. If I change JUST my normal map for the rock material from world aligned (3 vector) to just a normal texture sample (2 vector), then the issue of the rock almost disappearing when I move the camera up close goes away, and the rock just blends with the dirt material around it via the WorldAlignedBlend node as expected. So the issue now is finding a way to be able to keep the texture as world aligned, especially for the rock as it is mainly only viewed on parts of the terrain with a steep angle, and will appear very stretched out if I don’t.