Is there a way to make my landscape material not look terrible with the tiled? Like a setting that will randomize it a little?
I think I read somewhere that 4.26 has a material randomizer in it, try that first.
Failing that, you have to write the material to break it up.
Basically it revolves around blending two copies of the same textures with a lerp. But one copy is rotated and shifted with respect to the other. Once you’ve figured it out, you can put it in a function and apply it to all textures ( albedo, normal, height etc ).
Also try this:
It uses another technique.
Also… marketplace products:
https://www.unrealengine.com/marketp…iling-material
Be aware though, this product is mainly for geometric patterns. It does have organic randomization, but it’s main strength is geometrics.
AND: Last but not least, you can change the texture you’re displaying based on camera distance, which stops tiling when you’re a distance from the landscape.
Worth noting that passing in another texture to darken/lighten areas of the landscape is usually enough to break the tiling.
Take the albedo you got, multiply it by a low intensity black and white texture mapped to the landscape with a different scale.
Its called Macro texture variation (not really sure why but Google it, with “ue4” and you get a ton of results).
With 4.26 is a material node implemented, that helps you randomizing textures. Previously, this was done by custom functions or with texture bombing.
The thread about the new texture variation node (from the inputs, could be just another version of an older function ^.^ ) :
Here is an old version of a custom function in action:
Good stuff, but test performance with and without if using on terrain.
It is UV based, so the cost should be minimal. But I bet it’s still more than just multiplying in a cloud texture scaled differently. Might not change anything at all unless you are on a completely finished and tuned up scene…