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I also started working on the concrete blocks. The most prominent issue with those is trying to avoid repeating tiling patterns, which concerns not only albedo but normal maps and even height maps (because of parallax self-shadowing). Removing as much relief as possible is difficult without losing details or introducing haloing on the albedo map.

Anyway I'm still trying to find the optimal parameters, those blocks behave a bit differently between shaders and you know my goal is to make Realaccurate look good on as many shaders as possible.

Here you'll find screenshots with Molly Rewrite (1), Spectrum (2, 3) and Kappa 2.2 (4, 5).

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