Been doing scans around the Stockholm area from time to time but never gotten around to actually put any into use.
I got inspired by Robert Berg at Embark, using the classic tiling method of offsetting 0.5, 0.5 for his photogrammetry scans. Something that has worked really well throughout times dating back to tiling textures manually in photoshop. Even Substance Designer nodes designated for doing the same didn't stand a chance with this well proven method. Basically just offsetting the material and blending the different inputs with the heightmap. Worked out great and I put some effort into making a future-proof material and pipeline setup for any future rock or similar scans. With this workflow you can go from a scanned asset to finished material as quick as you can render out a couple of textures.
Just a matter of finding a neat place in your scan to bake from.
All in all 10-15 minute process for a decent tiling rock material. Not bad huh?
Feel free to try a similar approach out and make sure to look into Roberts Artstation too!
Credit where credit is due.
Scan data and meshes from 3DF Zephyr.