English weather simulator

Hi all,

Here’s a demo for my latest project. I’m trying to create some really moody weather conditions (with Unity Indy). I’m using fog, particle rain and grey filter over the camera (which is actually just an inverted cube with a transparent grey texture) Does anyone have any tips for enhancing this look?

http://www.jonmallinson.co.uk/storage/unity/stragov_rain/stragov.html

Fake sun light rays could potentially enhance the look for the “breaking through” sun.

LOL nice! English weather simulator - yep, it’s grey and it’s wet. Just like England lol

I like it. Not enough of it about :slight_smile:

Not a good place to show of fancy shadows… but lush green landscapes, mist and fog, cloud and rain - these effects need love!

Pretty nice, and I agree, that’s use too seldom in games.

I like the grey-out effect. Very cool.

Some notes:

The particle effect that’s bound to the camera breaks down if you look up - it continues to run “down” in the viewpoint, which means the rain flies horizontally.

The raindrops are too big. More, smaller ones, would work better.

The rain should not fall perfectly straight down. Add wind, because the grass is also blowing, so obviously there is some wind.

The sky/clouds could be improved, but I’m partial there, I guess. Professional bias. :slight_smile:

Thanks guys, good feedback :slight_smile:

I was struggling with the particle count for the rain, hence it ending up looking rather large.

I was experimenting with a sort of ‘curtain of rain’ across the player’s viewport but, as mentioned, it looks wrong when you look up.

Is there a technique I’m missing or is just a case of tweaking the particles?

Is there a way to rotate the raindrops billboards so they would point the right direction if I had the rain at an angle?

Are you parenting the particles to the camera? If you are, wouldn’t it make more sense to parent the particles to something that doesn’t rotate when you look around?

Parenting to the camera is ok, I think. You’d not see the drops further out.

I think what you need to do is move them downwards in WORLD, not local, coordinates. I don’t have Unity open right now, but I think there was a way to do that in the particle editor.

Correct. Use world not local coords. I do that same thing for snow.

thanks guys - I’ve put up a new version of my world in this thread:

http://forum.unity3d.com/viewtopic.php?t=38020