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hey guys in this video weamp;#39;ll go through a method of avoiding texture repetition when working with big surfaces that need the map to be tiled many times this in fact is one of the most noticeable problems we encounter with texture mapping one simple way of moving the problem further could be using a bigger texture that would need to be tiled on a bigger scale sadly thereamp;#39;s a limit on how big we can make a texture and the performance heat that we would have in a shader that uses many textures will make this solution a bad one very quickly so now iamp;#39;ll show you one of the potential solutions to this problem that may work good enough depending on which texture youamp;#39;re looking to use it is a fairly cheap and smart way of moving around the ubs we want to use for our texture that will result in a more chaotic and less repeating mapping the first thing we want to do is to map a smooth noise on the surface something like ocean or pearly noises will be fine