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Nice example of DX rain


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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.

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Guest Red Ocktober

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

 

always nice to see what others are doing...

 

--Mike

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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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