Texture Tiling Problems

Hi, I apologizing for posting such a beginner question, but I hit a dead end and I am not familiar enough with the blue print editor to find a solution.

I am creating a landscape matte for my landscape with all the textures and normals Im going to be using. So far, everything is going well and it all works fine. The problem is, my textures tile and if you fly above the tiling is painfully obvious. I went in to the starter materials, and I found a grass material that got rid of this problem and with reverse engineering I found that using a Text Coord on the texture and the normal could get rid of this tiling issue and give it a random look. Now, here is the problem; I cannot connect the ‘TextCoord’ to my texture and normal and have the landscape coords connect to the texture as it can only take one connection.

Is there any way I can connect everything together?

Here is what my blue print looks like:


Here’s an example of what I’m trying to accomplish:


I am assuming that append could link everything together, but I am not sure if its the right way to do it. I also want to ask if this is a bad way of getting rid of the tiling being obvious to the eye.

I feel like an idiot, I’m sorry for wasting your time.

You can also connect your normals to the same landscape coordinate node. You also want to use the same number on mapping scale as you used when creating the landscape generally its like 2024 or some weird number vs the 2048 or 1024 texture size, if i’m remembering correctly.

You don’t need textCoord if you are using the landscape ones, as they have similar parameters for U and V coordinates and other options such as mapping scale and rotation. Select the LandscapeCoords and check it’s settings.

http://puu.sh/jaeXN/3fc67bf13a.jpg

Hindsight is always 20/20 :slight_smile:

won’t that way stretch out the textures so much that they become all blurred on the landscape??