L B Posted January 5, 2010 Share Posted January 5, 2010 I know it's DX, but I still found it quite nice. http://www.youtube.com/watch?v=-yxnETZ6RZk 2 1 Quote Link to comment Share on other sites More sharing options...
Davaris Posted January 5, 2010 Share Posted January 5, 2010 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. Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
L B Posted January 6, 2010 Author Share Posted January 6, 2010 I'm not so sure. Gothic 4 claims to do it physically in this video: http://www.youtube.com/watch?v=MYyQ5R_S0ss 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted January 6, 2010 Share Posted January 6, 2010 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. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Meis Geghra Posted January 6, 2010 Share Posted January 6, 2010 That first video is of a demo you can download from here: http://developer.download.nvidia.com/SDK/10.5/direct3d/samples.html#rain. I don't think it's right saying it's DX rain, the demo was made using DX but this can be done in OpenGL as well it just so happens to have been done with DX. Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted January 6, 2010 Share Posted January 6, 2010 still... the overall effect is nice... thx for sharing the video... always nice to see what others are doing... --Mike Quote Link to comment Share on other sites More sharing options...
Rick Posted January 6, 2010 Share Posted January 6, 2010 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. Quote Link to comment Share on other sites More sharing options...
Josh Posted January 6, 2010 Share Posted January 6, 2010 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. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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