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Re:Practical Real-Time Hex Tiling by pugworthy on Monday July 18, 2022 @01:03PM (#32140565)
You don't get the typical visual repetition of features along X/Y lines
Re:Practical Real-Time Hex Tiling by jayd16 on Monday July 18, 2022 @01:07PM (#32140618)
You could use world position (or just some non-uniform sampling) to offset the UVs and get a similar effect, no? Is hex significant or is it just one of any number of ways to break up the uniformity?
Re:Practical Real-Time Hex Tiling by carbadtraingood on Monday July 18, 2022 @01:13PM (#32140692)
In practice, yes, it's very common to use a shader to sample the texture with some rotation and noise. Most games have a shader level implementation to address this, and we've done that for a decade at least.

See: https://iquilezles.org/articles/texture repetition/ for a good breakdown on some techniques.

Re:Practical Real-Time Hex Tiling by adamrezich on Monday July 18, 2022 @05:06PM (#32143713)
the URL should have been https://iquilezles.org/articles/texturerepetition but this is indeed a great resource