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Additionally, all render attributes are disabled for emitter surfaces.
Lifespan = 0.250 (this is in seconds)
This is a detailed breakdown of all the Rain VFX I created for an episode of Kamp Koral: Spongebob's Under Years called, Tag You're It. In this episode it rains for 10 of the 11 minutes.
I was inspired at the time by a handful of talented artists online showcasing impressive real-time rain scenes in Unreal Engine, and I had just finished playing Last of Us 2 which has beautiful rain in it.
The rain is composed of four parts: the two-dimensional (2D) splashes of water you see bouncing off the ground, the water ripples on the ground, rain drops sticking to and running down buildings and surfaces, and the sheets of rainfall in the sky. This breakdown will go over each of these four parts in detail
Shift + select each card in sequential order.
Then shift select the nParticle emitter you want to assign the cards to.
I. Rain Splashes
Cycle Step = Particle Lifespan/# of sequential cards
Cycle = Sequential
Cycle Step Unit = Seconds (matches particle time)
Cycle Step = 0.0625
While this is good progress the particles aren't oriented to their surfaces.
In the plugin-manager, we need the plugin "Nearest Point on Mesh" loaded.
A creation expression will be assigned to these custom attributes.
Found in the nParticle > Instancer (Geometry Replacement)
II. Water Ripples
III. Raindrop Material
IV. Compositing
End time on Kamp Koral was slightly longer than the longest shot in the script which was onscreen for about 17 seconds.
a. Splash Cards
b. Maya nParticles
a. How I did the ripples for the show
b. How I'd do ripples now
a. Substance Designer Raindrops
b. Raindrop Redshift Material
a. Substance Designer Rainfall plates
b. Compositing Rainfall using Deep