This is not as sophisticated as a stochastic tiling method but usually it’s good enough (especially when you using it as a layer in your shader tree).
How to use it
- Simply connect the aiTriplanar node after the file node.
- Set the attributes:
- Coord Space (in may case world)
- Scale (lower the number for bigger textures)
- Enable Cell
- Rotate (range is 0-1)
- Blend (the 0.1 usually okay)
As you can see the results are better (the used texture of course is still recognizable).
Again, not as nice as a more advanced method but with a second layer this could be enough in most cases.
I wrote a MEL script to “convert” the selected file nodes to aiTriplanar (works with most connections):
How to use it:
Select the file nodes in a shader tree and run the script.