This way I can manipulate the texture tiling multiplier at will, I can map another set of textures on the same mesh, use tri-plannar mapping etc. This provides independence between the mesh and the material, which is lost if I conform the mesh geometry to the height map.
Yes Nanite is enabled, you can see it on the screenshot. Indeed adding noise may help, I’ll try this, thanks for the tip!
I am not using Nanite wishfully here, I am just trying to have an equivalent to tesselation, but that isn’t the case. I think Epic has deprecated tessellation too early, their system apparently is not able to fully replace it.