The M4 Automaterial has several different Tiling Reduction features, with different levels of quality and performance. Almost every layer has tiling reduction settings. Here in this example, we’ll be showing where to find it for the Flatland A layer (Grass layer on the Island map), the same settings can be used on any of the Automaterial Layers.
Turning on Tiling Reduction
Within the Landscape’s Material Instance we’ll find toggles for Tiling Reduction near the top of each Automaterial Layer.
These toggles have the name “Enable Tiling Reduction” at the beginning of them. Below are the different types and what they do:
UV Scrambling: The cheapest in performance cost and the lowest quality of all three. Can cause seams up close as this does not sample the textures multiple times.
Stochastic: Medium cost in performance, but still pretty effective. Uses a noise pattern to sample the texture multiple times, blending them procedurally.
Texture Bombing: The highest performance cost and most effective method for tiling reduction, basically splatting the texture randomly across the map.
Fine Tuning the Settings
After toggling on any of the three types above, new options will display in the Material Instance, right under those toggles.
These different settings allow us to customize and change the amount of Tiling Reduction.