I have an unwrapped mesh (tree trunk) and tiling texture (diffuse only for now). Everything looks fine until UV seams - tiling of the trunk texture breaks there. I found how 3DS MAX artists get a rid of this issue:
How can I do something similar in Blender 3.x ?
Is there a better way ?
What if I need to do the same, but with a set of PBR textures ?
Without seeing your file or screenshots, I could be wrong, but if I’m interpreting the problem correctly, you can fix it by changing the interpolation of the Image Texture you’re using to Linear instead of Smart (on the dropdown)
I skimmed the video but it looks like he’s just using multiple different UV layouts and blending them based on vertex paint. Nothing about such a technique is software specific.
Create the UVs as demonstrated, and texture nodes for them to drive, then mix between them with a color mix node with a vertex color layer as the factor. For blending texture sets create a mix node for each set component and mix with same vertex paint layer as the factor.