Great work...couple of questions if you don't mind,first,is it a postprocess material or st else?...and the rain itself,is it a particle system or st else?...again great job,i think it's the best rain system i've seen,ever...on any engine,lol...^^
yeah very nice indeed - any chance that you could share your workflow?
a couple of small crits - firstly the video is way too quick and jerky, i really want to study the effect properly but the camera keeps moving around too much! for your proper folio piece i'd recommend capturing a matinee camera so it's nice and smooth and shows the details.
secondly on the floor and vehicle it might be nice to have some variation in the scrolling part of the shader. currently the rain drops look good but the run off part is just scrolling at a constant speed - real water clumps up into channels and valleys etc. would be really nice as well if you could use the world up vector somehow so that the rain always falls but i'm not sure how easy that would be.
Minato : It's a custom material and for the rain it's just a cylender with a scrolling texture. Thanks !
tharle : Actually the water is falling using a World Up vector. It's not perfect for now and I'm looking around to find a better way to do it. For the floor I'm using a flow map for the scrolling movement so I think I can do a lot better with more work on the flow map texture.
I as well would be interested in any amount of info you're willing to share on this. I haven't made a rain shader in UDK before but I would definitely like to know some method
Looks amazing! For the past few days I've been trying to create a similar effect so i have a few questions.
You mentioned earlier that it was a cylinder that had the material on it. Was the cylinder propagated through the map? or was it a cylinder that followed the player around?
I noticed in a few of my tests using planes and cylinders that it was very graphic intensive to have all that material being displayed over and over again, that's why i've been trying to find a post process way of showing rain. So how do you get around the intensiveness of the material through the world?
Also is there any, any chance you could release this for us to play around with! i would love to learn what you did, it looks amazing!
Every time that this thread gets bumped up i think finally metamorph has decided to let us know a tiny bit more about how this shader works...and every time i close the tab more disappointed...oh,well,there's always another day,and another fruitless bump,lol...^^
I've actually been recreating similar rain effects based on your video recently (a part of me wants this to be very similar to what I've come up with )
Replies
a couple of small crits - firstly the video is way too quick and jerky, i really want to study the effect properly but the camera keeps moving around too much! for your proper folio piece i'd recommend capturing a matinee camera so it's nice and smooth and shows the details.
secondly on the floor and vehicle it might be nice to have some variation in the scrolling part of the shader. currently the rain drops look good but the run off part is just scrolling at a constant speed - real water clumps up into channels and valleys etc. would be really nice as well if you could use the world up vector somehow so that the rain always falls but i'm not sure how easy that would be.
Minato : It's a custom material and for the rain it's just a cylender with a scrolling texture. Thanks !
tharle : Actually the water is falling using a World Up vector. It's not perfect for now and I'm looking around to find a better way to do it. For the floor I'm using a flow map for the scrolling movement so I think I can do a lot better with more work on the flow map texture.
Thank you !
Thanks !
You mentioned earlier that it was a cylinder that had the material on it. Was the cylinder propagated through the map? or was it a cylinder that followed the player around?
I noticed in a few of my tests using planes and cylinders that it was very graphic intensive to have all that material being displayed over and over again, that's why i've been trying to find a post process way of showing rain. So how do you get around the intensiveness of the material through the world?
Also is there any, any chance you could release this for us to play around with! i would love to learn what you did, it looks amazing!
So yeah, take it for what you will.
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i'm sure you'll find it usefull.
https://dl.dropbox.com/u/1812933/UDK/CG_RainV1.upk
Enjoy !
I've actually been recreating similar rain effects based on your video recently (a part of me wants this to be very similar to what I've come up with )
I'll have a look on Monday!
Better late than never : https://www.dropbox.com/s/gjpy2khthjdg3hi/CG_Rain.zip?dl=0 and https://www.dropbox.com/s/03s5mytxuo1nag1/CG_RainV1.upk?dl=0