These should be the final versions of some of the materials going into Himeko Sutori.
Day/night cycle functionality built into most of the materials. I made the mountains in World Machine, got a splat map and normal map from them and then blended in some textures based on the splat map. The textures are independent of the mountains’ scale, so I can make the mountains as big as I want, and the grass, dirt, and stone textures stay the same size as everywhere else. The cliffs also use triplanar projection and independent scaling.
A closer look at the water:
That water is about 350 instructions to make the water flow in 8 different directions or just sit there, to get the normal vector and blend the flow based on which way is downhill, to switch to a waterfall when the surface is steep, to reflect the sun and the sky (simulated, because as you can see in the top gif, there is no sun or sky), to fade the opacity near the edges, to distort the shallows, to displace the pixels with a combined normal map and bump map (bump saved in the alpha channel of the normal to reduce total texture count) and animate the displacement to simulate waves.
And I got beyond that problem I was having with putting a translucent material on a landscape. The editor used to crash when I would paint layers with a translucent landscape. But now I don’t have to paint layers. All I have to do is sculpt the shape of the water landscape and the water automatically flows downhill.