Hi Paride,
I've came across this tutorial about Substance Designer
https://youtu.be/FuPQNIx3dh8?t=2870
The idea behind it is to create procedurally changing material with constant borders. Generate a lot of variation and then apply all this maps to a single plane to avoid visible repetitions
How can we use same workflow inside octane? Octane doesn't support any thirdparty's maps and we can't use Bercon Tile map like in this tutorial
I've tried your workflow for Floor Generator, but it applies random diffuse map only if mesh has detached elements
viewtopic.php?f=51&t=63766
I want to use this workflow, for example to create endless asphalt, when I'm creating CGI environment
Cheers