Hello,
So i was wondering if anyone know if there is a way to create a procedural material function that can add wetness to object. The issue is that in our project, our rivers change elevation by a lot, so a simple world Z position mask isn’t going to work because there is no universal waterline.
We are using the Water Body plugin to create our rivers and lakes. Is there anyway for the material to check if it is colliding into the water and then generate a mask from that? I didn’t want to just bake in a wetness mask because I would like the option to be able to rotate my objects and if I rotated it 180 degrees, then the wet part would be on the top of the object, you know what I mean?