@: I don’t suppose you feel like doing a thread focused on breaking down the Kite demo(as far as you were involved) and 4.8, focusing on workflow; including World Machine. With a similar mentality that DanielW has brought to his thread on DFGI in 4.8.
For a GDC demo or small project, settling for a flipped terrain isn’t such a big deal. I’d also like to see the World Machine side of things when it comes to the splat/weightmaps you used. In another thread you mentioned:
When we want to expand the world or replace certain areas of a rather massive world, this seems like it could become a rather big headache even with scripts to rename everything. Very disruptive to “flow”.
Obviously with the Kite demo there’s a focus on real world scale as well. Overall there’s so much ground to cover(pun intended), that getting everything addressed in a Twitch stream just isn’t going to happen. I’d love to see of some that unofficial internal workflow documentation that likely isn’t planned to be released. There’s a lot of gems floating around that aren’t in wiki posts, but are instead scattered over different forum posts. Often it’s also ddvlost making some great posts on the subject, it would be nice to get that wisdom consolidated into one thread. While there are lots of approaches to doing the same thing, I’d rather be using Epic’s methods as much as possible(assuming efficiency is the overall result).