There's no way they're doing a full-blown fluid sim for the water.Does the water on the alpine canvas have any "mass" to it, or is it more of an empty "volume" with particle effects on the surface, like in past titles?
Not that I'd complain if they actually pulled it off.
WHWHOOOAOAOOAAOAOAOIn the build we using Metallic was a 1 to 10 scale.
Combined with the color options, that'll form a reasonably cool material palette even if we can't select textures.
FINALLYThere are two types of lights which surpass my ability to describe here. One gets baked in, the other is dynamic.
It's been sad in the past where we could only place a few sources because they were always treated as dynamic lights.
It'll be interesting to see how expressively the lightmapping actually captures this stuff; baking time is going to be problematic if they try capturing GI and directionality and whatnot at high quality.