Procedural Rain - Unreal Engine 4

Опубликовано: 11 Июль 2026
на канале: B3DGameDev
276
4

Testing some procedural rain for random personal projects.
The blueprint uses some branch loops and a timed event to trigger several options that can be customized. Plugging in the default sky sphere will adjust cloud opacity and sun brightness or directional light intensity. It also drives a parameter collection used in the master environment material that adjusts roughness and normals for flip book rain drops and drips. I made a stand-in particle effect to test how dynamic the rain can be. It follows the player and during the transitioning to wet, the emitter is enabled and the spawn rate lerps from 0 to (whatever you require). The duration of the rain cycle is completely adjustable; after it's all done, it reverts back to the original day/night cycle and deactivates the rain emitter.

Cheers!