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Posted

That looks good. I wonder if you can do that with LW engine? I imagine you need animated rain textures for the 3D objects in your scene.

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Posted

They're using the surface normal to determine which way a texture scrolls. I really doubt their claim that puddles will form, that they make without showing any example.

 

There's nothing in the first video that is specific to DirectX 10 or even DirectX. It looks nice, but I am not sure what the point is since it is just an animated texture and some particles.

My job is to make tools you love, with the features you want, and performance you can't live without.

Guest Red Ocktober
Posted

still... the overall effect is nice... thx for sharing the video...

 

always nice to see what others are doing...

 

--Mike

Posted

What I got from that video that I thought was cool was that they removed the leafs from the tree when the camera got close. That would really help visibility of your character.

Posted

To limit rain to one area, I'd use an orthogonal camera rendered to a depth buffer to create a sort of shadow map. Then use this texture in the particle shader to determine where rain should appear. It's automatic, and dynamic. This is how STALKER does rain.

My job is to make tools you love, with the features you want, and performance you can't live without.

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