this post was submitted on 27 Sep 2023
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Now I want volumetric rain.
Would love rain that made one see the water roll of the roofs in a dynamic way, even at a bit of distance or while under cover. Not necessarily simulated or volumetric, I dont mind cheats and cardboard tricks to make it look good and performant.
That sounds really neat actually. I don't think it'd be very hard to add, either, it's just some hidden assets that show themselves a bit after it starts raining. Roughly the same as river and waterfall effects, just at funny scales. It'd be a rather large amount of work to place all of them if it's a big game with a lot of roofs and gutters, but still a good use of time compared to some of the crap AAA games throw artists at.
Sounds terrifying to try to do in a procedural game though.
Well, crytek managed to do it with Hunt Showdown this past event and it looked amazing. Not sure how different creation and cryengine are, though it was my understanding implementing rain into Hunt was considered impossible before.
That sounds cool too but picture the idea of fus roh dah pushing the rain. https://youtu.be/_y9MpNcAitQ?t=38
You could do some extremely cool stuff with player skills creating wind effects that have affect it. Matrix style rain fight stuff.
Driveclub, a racing game on the PS4, does do this with the windshield and bonnet of the car when it rains.
I don't think I've ever seen a game do that. I'll add it to my scope creep list.