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      Gumroad Library

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      $16+

      Realtime Rain Material (Unreal Engine)

      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.

      https://youtu.be/3ab1Vof87rM


      How to scale Dynamic Rain Volume?

      https://youtu.be/eKJWjPw7LYs


      Update!

      Added post process material option to pack. Simply use on any post process volume or camera. Parameters are very same. Please check this video out:

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


      This material set is used for rain flow effect on surfaces like glass windows or solid surfaces. 


      Material assets are created for the versions below:

      Unreal Engine 4.19.0 (or higher)

      Unreal Engine 4.17.1 (or higher)


      Material has 2 types of usage:

      1. For vertical surfaces that let the rain flow down

      2. For horizontal surfaces that rain fall on them

      ---

      Installation:

      Copy the archieve content to your unreal project content folder.

      Follow these steps:

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

      ---

      FILE LIST

      rain_flow_mat_function.uasset

      Material function blueprint that has all panning and blending definitions made

      rain_flow_material.uasset

      Main material that uses the above function and converts the maps to translucent material

      rain_flow_material_instance.uasset

      Instance of the material above. This instance is used for assigning to glass like surfaces and let you change parameters.

      overlay_mat.uasset

      This material blueprint is used for creating rain fall on solid objects. Copy the blending nodes and paste to the target object's material blueprint. connect normal maps and your material will act like rain is falling onto it.

      overlay_mat_Inst.uasset

      This instance material has the specific parameter already defined for non-flowing just falling drops. So after implementing material above (overlat_mat) into the target material, you need to assign that material as parent material to this instance. And assign this one to the target object.

      ---

      MATERIAL TWEAK PARAMETERS

      Material has 3 layers of blending. Bottom, middle and top.


      General flow speed

      General speed of flowing. 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

      General flow speed of bottom layer. 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

      General flow speed of middle layer. 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

      General flow speed of top layer. 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 valur

      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 surfacas 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.

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        Gumroad Library

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