
IlIFreneticIlI
1017
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Generally: a set of maths to offer pattern-randomization over triplanar mapping at a minimum of texture samples.

The layer tech works very well with landscapes and meshes to eliminate tiling in 3axis. Also works well w/seamless RVT-blending. Being able to pass that Ambient Occlusion really sells it IMHO...

Pattern randomization even over large-scale distances.

For the landscape -> RVT.
Can carry BaseColor, Specular, Roughness, Normal, AmbientOcclusion (over Mask), as well as randomization in deformation.
Metal would be nice but it can be added in the heightmesh... :-(
VERY CHEAP for what you would otherwise need.

The bumplies

On a mesh, the material is very-cheap for a single layer, and UV's can be conserved/recycled for additional layers.
TheFastpaws
I always like terraforming more than I'm actually any good at it.
IlIFreneticIlI
The ONE drawback seems to be that since the vertices of the landscape tessellate (reduce in complexity) over distance, the wall-mapping (XZ/YZ projection) is mucked up a bit until you get closer and the vertices fill back in.
One can see this in the large-scale views if you check out the sides of the mountains. MIGHT have a fix..will be back... Otherwise, those things can be blended out over distance, covered up with meshes, etc...