Wow, nice. Noticed this in the PC port it’s very impressive and used everywhere on stuff. There’s a part where you push a train car up above the utaru very large array thing and the moss overlay applies to the car once it’s in a certain place. Using this trick i discovered that it is dynamic and applied at every surface hit projected from a plane (some places have the moss at an angle instead of straight down) and has a varying intensity starting with just a mossy texture projection and building to a full clump.
That's awesome to know, great detective work! I had a feeling they were applying it procedurally but didn't find proof like you did. It can be quite easily done now in UE5 too since PCG was added.
@@katanalevygames Yeah it is a lot more impressive when you see it in action. Ill record it when I get a chance. Its technically not intended to be seen like this but its a fringe case
Wow, nice. Noticed this in the PC port it’s very impressive and used everywhere on stuff. There’s a part where you push a train car up above the utaru very large array thing and the moss overlay applies to the car once it’s in a certain place. Using this trick i discovered that it is dynamic and applied at every surface hit projected from a plane (some places have the moss at an angle instead of straight down) and has a varying intensity starting with just a mossy texture projection and building to a full clump.
That's awesome to know, great detective work! I had a feeling they were applying it procedurally but didn't find proof like you did. It can be quite easily done now in UE5 too since PCG was added.
@@katanalevygames Yeah it is a lot more impressive when you see it in action. Ill record it when I get a chance. Its technically not intended to be seen like this but its a fringe case
HFW has some really nice foliage
Some of the best!