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Aug 7, 2022 at 20:24 comment added Tom Accepting this as the best answer, because my actual solution was to use Microsplat and it's stochastic anti-tiling feature, which does something roughly similar.
Aug 7, 2022 at 20:24 vote accept Tom
Nov 11, 2021 at 23:23 comment added Basic @Kromster Good point. Done.
Nov 11, 2021 at 23:22 history edited Basic CC BY-SA 4.0
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Nov 9, 2021 at 7:36 comment added Kromster @Tom I was using the term "normal mapping" to refer to "map different textures depending on the surface normal direction" which is covered in this answers first part, which is irrelevant to your question in its current form, (unless you want to update it to include these requirements?)
Nov 9, 2021 at 7:05 comment added Tom @Kromster true. At the RTS scale, ordinary normal mapping doesn't make a difference, really. But large-scale normal noise does have an anti-tiling effect. I just didn't think of that when writing out the question.
Nov 9, 2021 at 6:51 comment added Kromster @Tom okay. I'm just pointing out that this was not mentioned in the question :-)
Nov 9, 2021 at 5:32 comment added Tom @Kromster actually, normal mapping seems to be key. Several commercial anti-tiling tools including MicroSplat are using it prominently.
Nov 9, 2021 at 5:21 comment added Kromster +1. But I would de-prioritize (or even remove) the part about the normal mapping as it was not in the question. Multi-octave approach is good. I would also add a bit about possibility of blending using camera distance as input too.
Nov 9, 2021 at 2:08 history edited Basic CC BY-SA 4.0
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Nov 9, 2021 at 2:02 history edited Basic CC BY-SA 4.0
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Nov 9, 2021 at 1:57 history edited Basic CC BY-SA 4.0
added 246 characters in body
Nov 9, 2021 at 1:52 history answered Basic CC BY-SA 4.0