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Soverance
13 years agoHonored Guest
Realistic rain?
This is probably a silly question, but has anyone built an environment yet for the Rift in UDK that implements rain?
I'm working on one right now, and the only method I've been able to use that looks anything close to actual rain is by simply applying a rain material as a post processing effect, and really it just does not look that great. Unfortunately my Rift isn't even here yet, so I can't see what it'll actually look like in VR, but I assume if its not looking great in the editor, it's probably going to look worse in VR.
Tips from the pros would be hot! Thanks in advance.
I'm working on one right now, and the only method I've been able to use that looks anything close to actual rain is by simply applying a rain material as a post processing effect, and really it just does not look that great. Unfortunately my Rift isn't even here yet, so I can't see what it'll actually look like in VR, but I assume if its not looking great in the editor, it's probably going to look worse in VR.
Tips from the pros would be hot! Thanks in advance.
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- DrSnakeProtegeTry this unity package:
https%3A%2F%2Fdl.dropbox.com%2Fu%2F1812933%2FUDK%2FCG_Rain.zip&session_token=J2Nt06Ll0kNAMLj1b7JsuqAUCMx8MTM3MzkyNjExM0AxMzczODM5NzEz
Video of the package from the author here:
http://www.youtube.com/watch?v=TFh0PxGbGcQ - SoveranceHonored GuestThanks for that package, there's some good stuff in there. Unfortunately it's not much different from what I already had, unless I'm using it incorrectly...
Here's an example of what I had, running in a previous version of UDK with a third person camera. It's done via post processing a simple rain material.
http://youtu.be/htdSPJF3yBo
When I ported this level to the Oculus version and viewed the effect in first person, the rain drops appear much larger and simply worse looking than in the standard version. I assume this is from some type of FOV change?
Another idea I've heard about is using the rain material applied to a plane, though when I tried to do this by using the builder brush to create sheets and apply the rain material, it created an effect as though you were literally walking through a sheet of water... almost like it was falling from a roof. So it'd appear dry as soon as you stepped far enough away. I tried to create a ton of sheets to simulate the effect, and it just looked terrible.
I notice this package you've linked to has provided a static mesh sheet, which I assume you could apply the rain material to. Would I attempt attaching this to an actor (say, the camera or the pawn?) and simulating rain through there? I guess I don't really understand how best to achieve this.
Sorry, I realize this is more of a general UDK development thing rather than an Oculus specific issue, so thanks for bearing with me! - kblaneyHonored GuestAre you looking for something like this?
https://www.youtube.com/watch?v=mez2FexDbIk
This was done with a number of particle effects (our environmental designer LOVES particle effects in UDK), which look rather good in Oculus. Chris, the environmental designer, spent a few days making particle effects immediately after getting the first Oculus mostly just so he could spend time looking at them. The experiment led to quite a few great effects. I am not an expert on particle effects in UDK by any stretch of the imagination, but I can get him to explain what he did here if you want. - SoveranceHonored GuestYup, that's almost exactly what I was looking for. That's some good work, and thanks a bunch for sharing!
I have something similar going on now, in that the drops of rain once they hit the ground are particle effects just placed all over the floor. But the rain itself (while still in the air) I've only been able to achieve anything remotely believable through post-processing.
I'd definitely like to learn how it's done in a more professional quality fashion.
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