Michel Anders writes:
Hi,
I would like to share an older but still useful technique to extend small textures to large uv-mapped objects while avoiding tiling artefacts. This is something that might be useful in situations where you have a good but small scale ground texture that you want to apply to a large field for example.
In this article I explain how this works and what the limitations are. A .blend file with the nodegroup that implements this feature is of course provided as well.
Enjoy,
-- MIchel.
1 Comment
Avoiding tiling artifacts? This avoids tiling repetition, but actually introduces tiling artifacts.. To avoid those tiling seams it solves it with blurring - what a blasphemy..
The correct way to avoid tiling repetition is to use procedural noises or to combine multiple textures with different tile scaling. There are no tiling artifacts to be "avoid", just the repetition.
Other methods might be: mixed vertex painting, using splat mats or decals. But not like this.