No, it's not basic vibecoded json shapes on the html layer. This, is the next step. For the moment, it only works on : Gavri D-Series Autobello Piccolina (has small issues like mud on the inside of the door) Segra Ultimat Civetta Scintilla. This is a really time consuming mod to make, since I'm already making the ETS2 map for the 0.40, but here is the progress. And no it does not use that much ram, GPU or CPU. It's pretty light. BUT since it's not ready, I'll not share it until I've covered every vanilla car, including the oncoming Percheron. First iteration : Second one with full cover and new look : Third one with more organic shapes (yes it's dark I know) : Yes it follows the deformation. Tires are now working and are covered. The more mud you have, the more you'll slip even on the road. And it goes off by driving somewhere else. The full cover only trigger if the car is sideways or upside down on the mud. For the D-Series, the basic mud shapes is following this simple rule : Water does affect it. There are multiple nodes on the height of the car that detects water, so if you want to wish it, you'll need to turn it into a submarine. I'll try to make it work with Royal Rendering's weather system. Yes, mud gets dry after 15ish minutes (I haven't verified if the texture really changed at this point). Dried mud will wash less easily. Anyways, I'll keep updating the thread while I'm making progress. If I ever stop working on it, I'll let it in open source for modders or devs. For the moment it's only mud but I'm planning on making sand, snow, grass, etc etc. So it's a massive job that will take many many hours. If you want to support, you can always watch my videos (French dub, maybe YouTube AI's for English, I don't even know). www.youtube.com/channel/UCqTWit9nufAYlEdqQgLwTxQ/?sub_confirmation=1