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UE4 rain technique, perhaps could be implemented in TDM?


HMart

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was looking for rain techniques and found this UE4 tutorial seems to be a very cool system.

 

https://forums.unrealengine.com/community/community-content-tools-and-tutorials/42393-tutorial-let-it-rain-but-not-indoors

 

What do you guys think?

 

p.s -realized now this is not the best place for this, sorry about that.

Edited by HMart
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TDM already provides a way of not having rain/snow fall inside buildings, under bridges, etc.

 

7yo thread.

 

Since I started that thread, the rain particle features have been extended to better control visibility. The only time you'd need to tinker with the stock rain particles is when you're standing outside the building, looking in through an open door. The rain patch above the roof can be set up to have its particles only fall a certain distance, ending them at the roofline and not allowing them inside.

 

The Unreal solution looks complicated. I'm sure someone could port it to TDM if they had the time and desire, but I don't think it's necessary.

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Oh i know TDM has a rain system that does that but i assume is all manual? The Unreal technique supports dynamic scenes in real time, does the TDM system do as well? For example you can have a rooftop move and make it stop the rain from going through it as it goes along, without the need to fake it with a script, it also supports sideways rain. Even if this is not really helpful for TDM is always nice to know how others did their rain system, could inspire some other stuff.

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