3D scenes. However, whenever you want to texture large areas or achieve highly detailed surfaces using tileable textures and detail maps, tiling patterns become visible. This effect is illustrated on the left-hand side of the following picture. Typically, reducing repetition patterns requires bigger textures or hiding the visible repetition with additional ob jects. In this blog post, we provide a plugin that solves this problem for textures with stochastic appearances, such as rust, moss, bark, etc. Its impact is shown on the right-hand side of the following picture.
Rusted me tal material with regular texturing (left) and our technique (right).
Given an input texture, the plugin will procedurally generate an infinite texture that matches the appearance of the input. We do so by leveraging a state-of-the-art texture blending function that operates on a modified version of the input texture,
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