Help me stitch tiles of height-displaced SOP with PBR MAT

Recently I tried to make procedural terrains by height displace a grid SOP with the PBR MAT from 2d noise Height Maps. I would like to build some tiles to render in multiple translated GEOs to generate a wide terrain, however even if the 2d Noise patters of adiacent height maps matches (i use same translation in the noise map and the geometry) the 3d displacement of the material doesnt stitch at the edges ( the pattern is correct but has some artifacts in the edge points).

Anyone has any idea how to overcome and create stitchable tles using PBR from coherent 2d Noise height maps?

Hi @touch_gu,

wonder how you setup your project. My guess is that the normal map is not tiling properly as it can’t calculate the normal properly on the edges of the texture.
You might have to generate a larger texture per tile and appropriately adjust the uv textures to fetch the right area.

cheers
Markus

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yeah I reduced the issue by Clipping and scaling the GEO before rendering but I wished to find a way to correctly compute normals at the edges :smiley: