Unreal Getting Rid of Tiling - Distance based Texture Scale Blending - UE4 Open World Tutorials #10

This is part 10 of the tutorial series I am doing on how to create an open world game with unreal engine. 

In this episode, i'll explain how to get rid of the tiling effect we got with the landscape material we created in the last episode. First technique I am going to apply is, blending the scale of the texture based on the distance from camera to world pixel point. 

Following video explains the main process you have to follow and only the things which require additional explanations are explained in the article. 

material Function

landscape Material 

Material Instance

Final Result

We could get rid of tiling in the near up to some extent, but this is not enough. In the next episode, i'' explain how to blend noise with the texture to further reduce tiling

Those are the points i thought would require further explanations. 
Thank you for reading the article, Feel free to raise any concerns here, or in youtube channel or in the following facebook page

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Next : Getting rid of tiling - Blending texture and Noise