Unreal needs a UV randomizer function that prevents artificial repetition of texture mapping.
ChaosGroup introduced this function for Vray a long time ago, documentation here: VRayUVWRandomizer - V-Ray for 3ds Max - Global Site
This would help not only to get natural looking MegaScan textures on large landscapes but also for any type of large asset. Everybody knows the issue, when needing the smaller texture scale that leads to cheap repition patterns. Alpha blending is tedious to solve these issues and severely limits the design options.
A UV randomized texture mapping let’s you start with a nice looking result instead with a mapping issue.
Please check it out and consider! Thanks
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