Any video of new techniques available now with addition of 32 bit mode? Multi channel packing , range splitting , proper blending? Kind of before and now?
I am sure UE4 handles this within engine using blend spaces. Here is the documentation: https://docs.unrealengine.com/latest/INT/Engine/Animation/Blendspaces/index.html
Yeah, there's a dirt blend shader in there for the interior, but looking back it isn't quite as powerful as I would have liked in the diffuse. I'll definitely go back and improve it :)
perhaps a depth biased blend tied into the opacity nodes? Or actually put a volume actor in your scene where the water is and alter the lighting or fog within the volume
Your meshes overlaps, leading to bleeding and incorrect baking. A way to fix that is you use the matching by names : https://support.allegorithmic.com/documentation/display/SPDOC/Matching+by+name