Stochastic Texturing
Procedural stochastic texturing is used to get rid of texture repetition tiling and can create great level of detail with smaller textures.i dont know anything about coding or how can we implement this feature for blender but i'm sure you guys will figure this out.here is some more detail about this stochastic texturing github.com/UnityLabs/procedural-stochastic-texturing
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this can be solved by better paint masking with alpha texture as texture mask can remove repetition quite well, upvote this Paint mask thread to have paint masking available in shador editor, texture paint and compositor as it will be very beneficial blender.community/c/rightclickselect/GSgbbc/
Blender Guru made a node group that de-tiles seamless textures. Seems like a de-tile node would be pretty easy to put in a Blender release if you can just do it with a node group. It'd be harder if you tried to get really technical & made it perfect.
But he cant get rid of the seams
This is already possible using the node editor. In fact, many people have already done it and released it for free- notably Blender Guru: youtube.com/watch
* @testure * I think Blender Gurus map only works for floors (X,Y planes). Did you manage to get it working in every other planes or non XY planar objects?
* @testure *I think It is similar like Stochastic method and not completely flexible as Stochastic texture workflow.
* @vangel * it works on anything with UVs. and if you dont' have UVs you just set the image mapping to box for triplanar projection
* @testure * Box mapping doesn't work with Blender Gurus shader.