Hey Deathrey thanks for providing that material setup, however I couldn’t get it to work appreciably =S
I’ve been moving forward with the Sand material and this is what it looks like now:
(Posting pictures is buggy for some reason)
I’ve managed to get the noisy reflections that will shimmer with player movement and look somewhat good, but right now the noise is altogether too high.
It makes it very distracting as large portions of the screen are flickering with movement right now, when the camera is facing any sparkling sand.
Will probably need to figure out a masking solution for those areas of high noise and/or tweak my noise map blending method.
Right now my entire setup revolves around replicating what is described in the presentation ,“Sand Rendering in Journey”.
They derive the sparkles off the sand from blending a noise normal map with the underlying normal map of the sand.
I am using a fake specular Material Function to implement it as PBR setup in Unreal doesn’t seem geared towards achieving this easily.
Currently also working on a terrain system so I can use detail heightmaps as described by them as well.