I just finished a new node for the Material Graph that implements Stochastic Height Blending, a new technique partially based off of “Stochastic Procedural Textures with a Histogram Preserving Operator” by Erik Heintz, and my own work on Texture Clustering. The technique completely eliminates texture tiling patterns on organic textures, and works wonderfully for terrains and other uses where tiling can be distracting.
This looks really neat. Nice work.
Looks great. How are you getting on with it?