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This is how it looks in FS25 when a mesh surface is between UV X- and X+, during rain (wetness).
And this is how it looks in Blender 5.0.1
So, with GIANTS Engine for FS25, I can conclude that any UV-mapped surface/face positioned at X minus will be dry when it rains in Farming Simulator 25.
To me, after researching all this on my own, I’m not entirely sure whether the UV rotation for mesh surfaces with a normal map included in the material greatly influences wetness, but it may affect how wetness is rendered by GIANTS Engine. It simply means that some surfaces will appear wetter than others *I will have to factcheck myself on this one later*
After spending several days and hours trying to resolve the wetness at this highway intersection, the final result showed yet again that the wetness/snow mask that gets applied to any outdoor mesh with materials didn’t behave any better. I’ve simply set wetness to zero in the placeableShader, and I will experiment a bit more. So far, everything tells me that the seasonal snow/wetness in GIANTS Engine made for Farming Simulator 25 cannot handle complex bevelled/curved/sloped 3D meshes for this seasonal, visual effect.
The temporary solution to this is to add a shader and set wetnessScale to 0.1 and wetShininess to 0.01. This is to make the transition between dry and wet less visible.
For snow only, everything looks okay, as long as the UV mapping for a surface is within +X and +Y (in 2D space).Below, we see that the snowmask is applied to the highway intersection in FS25. And yes, some of the mesh for the sideroad is not covered with snow, probably because that part of the UV is positioned at X minus in 2D space.
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