Quixel mixer/ substance designer-esque type workflow

What’s the best way to bake tileable seamless materials created using procudural noise nodes? I’ve tried using this sort of set up, but it’s not a good result:

I’ve also tried baking from a torus which is a bit better, but still not great. 4d is an option, but it’s not available for the wave node.

In quixel mixer all noises are automatically tiled seamlessly within the UV bounds whilst avoiding a mirrored look, but I’d prefer to stick with blender because the noises are much better. Is it a case of switching to cpu rendering and learning OSL?

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