A bit more progress (still without a preview build) (Patreon)
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Hello, and, as usual, thank you for your great support! Here is another update on the progress:
• Found a way to distribute puddles based on track’s physics mesh. Would need more work, possibly for alternative methods for certain tracks with less detailed mesh, but overall it seems promising (and works especially nice with great Assetto Corsa’s laserscans).
• Made some progress on smoother transition and even smoother drying. It’ll be controllable by Weather FX, so weather script could adjust drying progress depending on temperature and type of weather.
• Recreated wet spots from Mafia 3 at the start of transition, seems like a neat little detail.
• Now using vertex AO for occluding wetness in tunnels or below bridges, gives much better result than sharp rain shadow (which is still used for rain drops and ripples).
• Seems like whole thing would require track config to work properly, to mark materials with puddles, glossy materials which don’t really get wet, rough materials which don’t keep water on top, and soaking materials getting even more dark as they get wet (I think that should be enough for a start).
Overall, I’d say, it might be half way there, for visual side. There are a few interesting ideas for physical part too, so hopefully it won’t just be a grip reduction. :)