Animated Rain - Waterdrop Material & FX

CemTezcan - Materials - Jun 20, 2018
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This material set is used for rain flow effect on surfaces like glass windows or solid surfaces. Scene is included.

  • Supported Platforms
  • Supported Engine Versions
    4.17 - 4.27, 5.0 - 5.4
  • Download Type
    Asset Pack
    This product contains an assortment of Unreal Engine assets which can be imported into a pre-existing project of your choice.

General introduction Video

https://www.youtube.com/watch?v=prxzHiFBF8c


Using Volume System on Foliage & Nature (Drag & Drop! No prior material adjustment needed)

https://youtu.be/VlBSAiSI0_c

P.s. This nature project includes Quixel Assets and not included in this pack.


All tutorials about the pack (Youtube playlist)

https://www.youtube.com/playlist?list=PLXfmekZqahrWk2VIeSd-P_7-jY_iklhRl


Demo available!

Demo download link

Demo introduction video


Pack has 4 types of usage:

1. Translucent Material

2. Material Overlay Function (needs Blueprint editing on an existing material)

3. Material Overlay Volume (projection decal system that doesn't require any editing, just copy & paste)

4. Camera Post Process Effect


Unreal Engine 5 Incompatibilities:

  • Crashes on the projects if (experimentalI) Substrate Materials are enabled.
  • Material Overlay Volume system causes ignoring smooth normals because of a bug stated here.


Update 4! (March 2014)

With this update Rain Overlay Volume Blueprint is added. Drag and drop "BP_Rain_Volume_with_PP" Blueprint and resize it to define an area in your level to add an all-in-one solution for the rain system. All decal projections, particle area and the rate is auto adjusted and can be manually adjusted by parameters.

Check this video: https://youtu.be/_0p5tXb8-Z4


Update 3!

Cafeteria Scene is now included. Enjoy :)

https://youtu.be/z02OzaNLTI4


Update 2!

Dynamic Rain Volume with rain particles is added as a usage option. It is not as realistic as the original usage of the material but it is very easy to make an area look like it's under rain by placing the volume over the area.

Using on scenes:

https://youtu.be/hswSf5Kq_ks

https://youtu.be/3ab1Vof87rM

How to scale Dynamic Rain Volume?

https://youtu.be/eKJWjPw7LYs


Update!

Post process version of the material is added to the pack. Same parameters are usable on post process material.

Check this video out:

https://www.youtube.com/watch?v=7Y7bWyG-_Dw


Material tweak video:

https://www.youtube.com/watch?v=V4cvskmZ5Gc

Unreal Engine - Rain Material Implementation Tutorial

https://www.youtube.com/watch?v=TxjYz9l3WX8

Rain Material on Unreal Engine Interface

https://www.youtube.com/watch?v=K2_0RWK-7fE

Rain Material on Unreal Engine Interface 2

https://www.youtube.com/watch?v=tWy7ulHT6wo

Technical Details

Warning: Because of a bug stated here, material overlay volume doesnt work right on 4.22 and 4.23. That bug fixed on 4.24.2.

General flow speed: Set 0 to stop all flowing.

Mask general flow speed: If general flow speed is not 0, this will set the general speed of vertical flow piles.

Bottom layer flow speed: Set 0 to stop 1/3 of drops.

Bottom mask flow speed: This will set the partial speed of vertical flow piles on bottom layer. Set it 0 to hide 1/3 of vertical flows.

Middle layer flow speed: Set 0 to stop 1/3 of drops.

Middle mask flow speed: This will set the partial speed of vertical flow piles on middle layer. Set it 0 to hide 1/3 of vertical flows.

Top layer flow speed: Set 0 to stop 1/3 of drops.

Top mask flow speed: This will set the partial speed of vertical flow piles on top layer. Set it 0 to hide 1/3 of vertical flows.

IOR: Index of refraction value

Opacity-control: Material opacity value

Specular amount: Material specular value

Static speed: This value will set the flow speed of tiny drops between static drops.

Static drop on?: Set it to 1 for horizontal surfaces that has no flow. (General flow speed must also set to 0)

Static drop speed: This is the refresh rate of changing positions of the drops which looks like rain fall on surface.

UV multiplier: Tile multiplier of the general Material.