You can make the texture slightly bigger than the face you're applying it to, and add a neutral colour that fits the edge of the texture to the extra space.
Of course, that only works if you're doing it on a surface that doesn't need to tile in that direction.
if you're doing it on a surface that does tile in that direction, you can cut the tiling texture short and add another thin brush at the bottom with aforementioned 'buffered' texture on it.
I'll make a screenshot hangon....
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
In the first shot, the highlighted texture is a prime candidate for leaving odd-looking edges on the top and bottom, because the top and bottom edges of the texture are completely different tones.
Second shot shows how to get rid of it on the bottom. Luckily, the bottom of the texture is taken from the trim texture pitted_rust3 so we have a seamless 'filler' to cover the edge.
If you needed to do the same for the top edge of the surface as well (and you would, because otherwise you would see a slight bead of the trim texture at the top where it meets the second part of the wall section) then you'd just need to shorten the highlighted section and pull the above wall texture down a little bit.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Thanks alot for the help. Although, none of them helped. I don't know why I start threads about my problems, I _always_ do that like in ~6-7am when I've been up for like 24H and I'm so tired that I could kill someone for sleep...
I now, in two minutes after sleeping found a solution, I just scaled the texture up by .0001 (give or take) and it worked perfectly and it looks great =)
I guess the thread can help someone else having the same trouble.
You can clamp texture coordinates to 0..1 by using clampmap [textureReference] in your shader, and you wont get that colour bleeding (although then the texture won't tile at all).