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The issue was just that I did not have sufficient memory. So I had to downscale the high resolution textures to make it work


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I got it now. The problem was that the floor and walls had their normal flipped. After I checked backface culling, this became obvious. Fixing the normal direction solved the problem.


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I'm afraid the Array modifier needs to be applied before any texture baking. Or it will only bake the original tile - which is not what you want. Another solution: Use Object or UV coordinates for both your textures the Noise Texture uses Generated coordinates, when it's not connected to anything but Generated coordinates change when you apply the Array ...


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Select "Diffuse" from the drop-down list then click the "Color" button.


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Well I just figured it out. You can just bake it. super easy What I did Assign a material with HDRI environment texture based on object space mapping to your object. Unwrap your object go with bake and make sure bake the map you used in your shader i.e used diffuse node then bake diffuse, Emission then emit etc. Baked image is perfectly projected on your ...


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