I'm at work at the moment and am not able to figure out exactly why this is happening but I have all the 1.3 materials uncooked so I can perhaps eliminate some possibilities by looking at the terrain material files - whether per surface roughness/metallic scalars are being respected. Stuff like that.
This is with rtx reflections on.
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Aha! The dry patches are occluded by some other object or structure. It seems they are using environment shadows to determine what surfaces are wet or dry when it rains. I think it needs some serious fade on the edges though for it to look, not weird.
I think they also look better with SSR than RTX.
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