Warning: Because of a bug stated here, material overlay volume doesnt work right on 4.22 and 4.23. That bug fixed on 4.24.2.
General flow speed: Set 0 to stop all flowing.
Mask general flow speed: If general flow speed is not 0, this will set the general speed of vertical flow piles.
Bottom layer flow speed: Set 0 to stop 1/3 of drops.
Bottom mask flow speed: This will set the partial speed of vertical flow piles on bottom layer. Set it 0 to hide 1/3 of vertical flows.
Middle layer flow speed: Set 0 to stop 1/3 of drops.
Middle mask flow speed: This will set the partial speed of vertical flow piles on middle layer. Set it 0 to hide 1/3 of vertical flows.
Top layer flow speed: Set 0 to stop 1/3 of drops.
Top mask flow speed: This will set the partial speed of vertical flow piles on top layer. Set it 0 to hide 1/3 of vertical flows.
IOR: Index of refraction value
Opacity-control: Material opacity value
Specular amount: Material specular value
Static speed: This value will set the flow speed of tiny drops between static drops.
Static drop on?: Set it to 1 for horizontal surfaces that has no flow. (General flow speed must also set to 0)
Static drop speed: This is the refresh rate of changing positions of the drops which looks like rain fall on surface.
UV multiplier: Tile multiplier of the general Material.
警告: 因为一个bug 这里,材料复盖体积在4.22和4.23上不起作用。 该错误在4.24.2上修复。
一般流量: 设置0停止所有流动。
面罩一般流速: 如果一般流动速度不为0,这将设置垂直流动桩的一般速度。
底层流动速度: 设置0停止滴的1/3。
底部掩模流动速度: 这将设置底层垂直流桩的部分速度. 将其设置为0以隐藏垂直流的1/3。
中间层流动速度: 设置0停止滴的1/3。
中间掩模流动速度: 这将设置中间层垂直流桩的部分速度. 将其设置为0以隐藏垂直流的1/3。
顶层流动速度: 设置0停止滴的1/3。
顶掩模流动速度: 这将设置垂直流桩在顶层的部分速度. 将其设置为0以隐藏垂直流的1/3。
我或: 折射率值
不透明度-控制: 材质不透明度值
镜面量: 材质镜面值
静态速度: 该值将设置静态滴之间微小滴的流动速度。
静态下降?: 对于没有流动的水平表面,将其设置为1。 (一般流速也必须设置为0)
静态下降速度: 这是改变水滴位置的刷新率,看起来像雨落在表面上。
紫外线倍增器: 一般材料的瓷砖倍增器。
General introduction Video
https://www.youtube.com/watch?v=prxzHiFBF8c
Using Volume System on Foliage & Nature (Drag & Drop! No prior material adjustment needed)
P.s. This nature project includes Quixel Assets and not included in this pack.
All tutorials about the pack (Youtube playlist)
https://www.youtube.com/playlist?list=PLXfmekZqahrWk2VIeSd-P_7-jY_iklhRl
Demo available!
Pack has 4 types of usage:
1. Translucent Material
2. Material Overlay Function (needs Blueprint editing on an existing material)
3. Material Overlay Volume (projection decal system that doesn't require any editing, just copy & paste)
4. Camera Post Process Effect
Forward Shading Incompatibilities:
- Rain overlay volume system in the rain material pack uses "scene texture: world normals" which is not supported on projects with "forward shading". So it won't be possible to use rain volume BP on VR projects. but animated translucent rain material, post proces volume, and rain overlay material are usable on projects that uses "forward shading".
Unreal Engine 5 Incompatibilities:
- Crashes on the projects if (experimentalI) Substrate Materials are enabled.
- Material Overlay Volume system causes ignoring smooth normals because of a bug stated here.
Update 5! (May 2024)
Fixed particle emitter spawn area for better collision calculation.
Fixed raindrop lifetime calculation for exact boundary for the particles.
With this update Rain Overlay Volume Blueprint has additional parameters.
Raindrop Lifetime – Particle lifetime for the drops
Runtime Enable – Enable this for having the rain BP system on simulation or gameplay. Enabling this paramteter will disable the BP system in the editor to prevent duplication.
You can check this video: https://youtu.be/Jj5sEZdp6Ys
Update 4! (March 2024)
With this update Rain Overlay Volume Blueprint is added. Drag and drop "BP_Rain_Volume_with_PP" Blueprint and resize it to define an area in your level to add an all-in-one solution for the rain system. All decal projections, particle area and the rate is auto adjusted and can be manually adjusted by parameters.
Check this video: https://youtu.be/_0p5tXb8-Z4
Update 3!
Cafeteria Scene is now included. Enjoy :)
Update 2!
Dynamic Rain Volume with rain particles is added as a usage option. It is not as realistic as the original usage of the material but it is very easy to make an area look like it's under rain by placing the volume over the area.
Using on scenes:
How to scale Dynamic Rain Volume?
Update!
Post process version of the material is added to the pack. Same parameters are usable on post process material.
Check this video out:
https://www.youtube.com/watch?v=7Y7bWyG-_Dw
Material tweak video:
https://www.youtube.com/watch?v=V4cvskmZ5Gc
Unreal Engine – Rain Material Implementation Tutorial
https://www.youtube.com/watch?v=TxjYz9l3WX8
Rain Material on Unreal Engine Interface
https://www.youtube.com/watch?v=K2_0RWK-7fE
Rain Material on Unreal Engine Interface 2
https://www.youtube.com/watch?v=tWy7ulHT6wo
一般介绍短片
https://www.youtube.com/watch?v=prxzHiFBF8c
在树叶和自然中使用体积系统 (拖放! 无需事先调整材料)
这个自然项目包括像素资产,不包括在这个包中。
所有关于包的教程 (Youtube播放列表)
https://www.youtube.com/playlist?list=PLXfmekZqahrWk2VIeSd-P_7-jY_iklhRl
演示可用!
Pack有4种用法:
1. 半透明材料
2. 材质叠加功能(需要对现有材质进行蓝图编辑)
3. 材质叠加体积(不需要任何编辑的投影贴花系统,只需复制和粘贴)
4. 相机后期处理效果
正向着色不兼容:
- Rain材质包中的Rain overlay体积系统使用”场景纹理:世界法线”,这在具有”前向阴影”的项目中不受支持。 所以在VR项目上使用雨量BP是不可能的。 但动画半透明雨材质、后处理体积和雨复盖材质可用于使用”前向阴影”的项目。
虚幻引擎5不兼容问题:
- 如果启用(实验性)衬底材料,则项目崩溃。
- 材料复盖体积系统导致忽略平滑法线,因为一个错误声明 这里.
更新5! (2024年5月)
固定粒子发射器生成区域,以便更好地进行碰撞计算。
固定的雨滴寿命计算为粒子的精确边界.
通过此更新,Rain Overlay Volume Blueprint具有其他参数。
雨滴寿命-水滴的粒子寿命
运行时启用-启用此功能,以便在模拟或游戏中使用rain BP系统。 启用此参数计将禁用编辑器中的BP系统以防止重复。
你可以检查这个视频: https://youtu.be/Jj5sEZdp6Ys
更新4! (2024年3月)
随着这个更新雨复盖体积蓝图被添加. 拖放”BP_Rain_Volume_with_PP”蓝图并调整其大小以定义关卡中的区域,为rain系统添加一体化解决方案。 所有贴花投影,颗粒面积和速率都是自动调整的,可以通过参数手动调整。
查看此视频: https://youtu.be/_0p5tXb8-Z4
更新3!
自助餐厅场景现在包括在内。 享受:)
更新2!
动态雨量与雨粒子被添加作为一个使用选项. 它不像材料的原始用法那样现实,但通过将体积放置在该区域上,可以很容易地使区域看起来像是在下雨中。
在场景中使用:
如何缩放动态雨量?
更新!
后处理版本的材料被添加到包中. 相同的参数可用于后处理材料.
看看这个视频:
https://www.youtube.com/watch?v=7Y7bWyG-_Dw
材质调整视频:
https://www.youtube.com/watch?v=V4cvskmZ5Gc
虚幻引擎-Rain材质实现教程
https://www.youtube.com/watch?v=TxjYz9l3WX8
虚幻引擎界面上的Rain材质
https://www.youtube.com/watch?v=K2_0RWK-7fE
虚幻引擎界面2上的Rain材质
https://www.youtube.com/watch?v=tWy7ulHT6wo
评论(0)