Rain fell and the ground did not change: the weather was a curtain of particles in front of a dry valley. u_wet, 0 dry to 1 soaked, does the three things a wet surface does. Darkens the albedo. Drops the roughness hard - which is what makes a soaked meadow read as soaked rather than merely dark, because the sky glances off it. And pools: water finds the low places and flat ground holds what a slope sheds, so the puddle mask is the macro noise the materials already use gated on slope, and a puddle takes the world's up for its normal rather than the ground's relief. It joins the shore's existing wet band rather than fighting it - the same term from a different cause. 34.1% of the frame changes between dry and soaked. GL 7.1 s either way over 400 frames. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
20 lines
996 B
Markdown
20 lines
996 B
Markdown
bump: minor
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type: feat
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Rain that leaves something behind.
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Rain fell and the ground did not change: the weather was a curtain of particles in front
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of a dry valley, and a shower was something you waited out rather than something that
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happened to the place.
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One scalar, u_wet, 0 dry to 1 soaked, doing the three things a wet surface does. It
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darkens the albedo. It drops the roughness hard, which is what makes a soaked meadow read
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as SOAKED rather than merely dark - the sky glances off it. And it pools: a wet ground
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does not darken evenly, water finds the low places and the flat ground holds what a slope
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sheds, so the puddle mask is the macro noise the materials already use gated on slope,
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and a puddle takes the world's up for its normal rather than the ground's relief.
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It joins the shore's existing wet band rather than fighting it - the same term, from a
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different cause.
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Measured: 34.1% of the frame changes between dry and soaked, and no cost - GL 7.1 s
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either way over 400 frames.
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