1. macro (low frequency) texture layer with add/sub blending + decals (could hide this to certain extent)
2. bigger texture/texel size with more unique cover. it shouldn't be down to every microbe on surface.
3. non-square textures and stretched texel size to make bigger cover in most visually repeating direction. ( counter-weighted by squeezing in the texture)
4. alternate / shifted/ mirrored insertions
5. UV shifting shader ( perfectly ok for such subject with natural "seams")
6. two materials mix shader + vertex color mask
7. combination of all above
Also this repeating darker brick is what makes most of an issue. You should train certain sense of a balance and counter weight something visually prominent in other quadrants of a texture .
It's not always possible In Substance Designer and sometimes requires manual re-shuffling . But checking tillable preview for each pattern and trying different seeds helps .
Also Hipass/freqencies separation is sometimes a quick solution but beware of typical halo issues hipass creates . It's just a blur under a hood. Too much of it could totally destroy the nature impression.
So in the end it's a bit of an artist balance sense and taste. Similar to music where you mix low frequency basses , hi pitch sounds and main melody intertwining each other into something looking unique.
1. macro (low frequency) texture layer with add/sub blending + decals (could hide this to certain extent)
2. bigger texture/texel size with more unique cover. it shouldn't be down to every microbe on surface.
3. non-square textures and stretched texel size to make bigger cover in most visually repeating direction. ( counter-weighted by squeezing in the texture)
4. alternate / shifted/ mirrored insertions
5. UV shifting shader ( perfectly ok for such subject with natural "seams")
6. two materials mix shader + vertex color mask
7. combination of all above
Also this repeating darker brick is what makes most of an issue. You should train certain sense of a balance and counter weight something visually prominent in other quadrants of a texture .
It's not always possible In Substance Designer and sometimes requires manual re-shuffling . But checking tillable preview for each pattern and trying different seeds helps .
Also Hipass/freqencies separation is sometimes a quick solution but beware of typical halo issues hipass creates . It's just a blur under a hood. Too much of it could totally destroy the nature impression.
So in the end it's a bit of an artist balance sense and taste. Similar to music where you mix low frequency basses , hi pitch sounds and main melody intertwining each other into something looking unique.
Thank you so much. Do you have any link to a video showing parts of what you mentioned?
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Do you have any link to a video showing parts of what you mentioned?