Is there a way to make all 4 sides of a procedural texture match up the same? There are or course holes that get pushed out from the displacement map on UV island edges.
This is the box mapping, It makes sense. Most of the game engines that supports displacement and tessellation shader, also supports crack free displacement and tri-planar mapping. From what I've heard, Substance also has tri-planar mapping option. Any of these should solve your issue with the opening along the seam.
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