This is a simple shader node group that breaks up the visual repetition of tiled textures. It uses a Voronoi texture’s cell colors to apply a random translation and/or rotation to an image texture’s vector input to produce an irregular pattern.
I primarily made it for landscape materials. The cells’ borders are still sharp, so certain materials, like bricks, wood, or fabric, will not look good.
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This is a super handy little group. Thanks for sharing!
I’m glad to see more action in this community lately. I suck at Blender but I love what people do.
I’ve seen this technique pop up in several different places now, and I’m in love with it.
Brilliant! We need this in UE5 as well!