procedural graph experiments on spline interiors ... attempting dynamic density and scaling reduction falloffs ... and some some rock cluster formations
working on the PCG forest some more, added UDS/UDW and setup the master materials I'm using to allow them to be affected by weather. snow accumulation on the landscape and static meshes monkaS
experiments importing height maps and splat maps from third party tooling, and creating landscape and material layers based on them. not super happy with the results with flow maps etc, needs more research...
wanted to play around some more with material instances that make use of displacement maps on quixel surfaces like bricks to see if I could get any nice shadows and stuff. not super happy with the results yet