Cobblestone - Photogrammetry based Environment Texture

Moving forward with photogrammetry workflow I wanted to test tiling and picked surface which is a bit more complicated to tile than grass or sand. Any form of autotiling I met with always fails when used with human made or very unique but predictable patterns like that one. The only good way of 'clever' tiling I aware of before Substance Painter, was manual tiling with 'offset' and 'masks' in Photoshop. It used to take ages and as process was unhandy and time consuming. Since there is Substance Painter with it's 'Clone Tool' it is quite fast and even fun, especially when compared to the old way. While tiling manually I can rearrange entire texture, tweak composition and details I think will not work very well and none of these would happen in automated process.
Because I have been asked few times about tiling part in Substance Painter I decided to cover that part a bit deeper here. If it is still not clear enough, just let me know, will be happy to add even more details.

My current workflow

My current workflow

Photoscan - 32mln highpoly model generated from 60 images

Photoscan - 32mln highpoly model generated from 60 images

ZBrush - lowpoly model used positioned to bake PBR textures from highpoly mesh

ZBrush - lowpoly model used positioned to bake PBR textures from highpoly mesh

SP - to tile that texture I used simple 1 poly plane with 1:1 face uv  map. 
I also imported already baked textures which should visible in project shelf.
To make Clone Tool working I defined Textures/Channels I want to deal with and add Fill Layer.

SP - to tile that texture I used simple 1 poly plane with 1:1 face uv map.
I also imported already baked textures which should visible in project shelf.
To make Clone Tool working I defined Textures/Channels I want to deal with and add Fill Layer.

as SP workflow is nondestructive, size option can be change anytime. I work mostly with size set to 2048px as my computer slows down when it is higher and switch it to 4096 only when building final texture or tweaking very small details.

as SP workflow is nondestructive, size option can be change anytime. I work mostly with size set to 2048px as my computer slows down when it is higher and switch it to 4096 only when building final texture or tweaking very small details.

Any channel  can be added or removed by pressing + or - next to it.
When done I add 'paint layer' and set every channel on it I want .Clone Tool' to work with as 'Passthrough'.
With 'Paint' selected I use 'V' button on plane to mark area  I paste from.

Any channel can be added or removed by pressing + or - next to it.
When done I add 'paint layer' and set every channel on it I want .Clone Tool' to work with as 'Passthrough'.
With 'Paint' selected I use 'V' button on plane to mark area I paste from.

Graph used to process final textures

Graph used to process final textures