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Weather system

Rain, wetness, puddles, frost and shore effects for every master, driven by two values: Weather Wetness (0 dry – 1 soaked) and Weather Rain (0 none – 1 heavy rain). Each effect has its own switch; off = no cost.

Effect Switch What it gives
Wetness Use Weather? Darker, glossier surface; strength by Weather Porosity
Puddles Use Puddles? Standing water in flat, low spots
Ripples Use Ripples? Rain rings inside puddles
Drops Use Drops? Water beads on up-facing surfaces
Streaks Use Streaks? Rain running down walls and glass
Shore / Submerged Use Shore Wetness?, Use Submerged? Wet band above a water line, algae below it
Frozen Puddles Use Frozen Puddles? Cracked ice instead of puddle water
Frost Use Frost? Hoarfrost on high and up-facing areas
Condensation Use Condensation? Fogged glass, mirrors, metal; rain wipes paths through it

Dry level: set Wetness and Rain to 0, or untick Use Weather?.

Main parameters (group Weather)

Parameter What it does
Weather Porosity How dark it gets when wet: soil / concrete 0.6–0.9, metal / plastic 0.1–0.3
Rain Wind Direction / Strength Windward side gets more streaks; 0 = vertical rain
Actor Dry (CPD 0), Actor Rain Shelter (CPD 1) Per-actor Custom Primitive Data: 1 = dry / no rain (props under a roof)

Vertex colors

Channel Paints Switch
B Painted puddles; on slopes a wet spot (wet walls, leaks) Use Weather Layer (VC B)? (VtxBlend, MaskBlend)
A Dry Mask: Fill A = 1 first, paint 0 = dry Use Dry Mask (VC A)? (Asset, VtxBlend, MaskBlend)

Dry areas (vertex color A)

  1. Tick Use Dry Mask (VC A)?.
  2. Mesh Paint: Fill channel A with 1 (white).
  3. Paint A = 0 where it stays dry: inside walls, under ledges and roofs.

Dry Mask removes wetness, weather puddles and rain. Painted puddles, frost and condensation stay.

Condensation

Use Condensation? (group Weather Condensation) fogs cold glass, mirrors and metal. Condensation Amount 0 = clear, 1 = fully fogged; Condensation Patch Size sets the patch size; Condensation Wipe = how much running rain clears it. On Glass the fog also makes the glass less transparent.

Tips

  • Whole level at once: Level-wide control with Use Global Weather?.
  • Something looks wrong: Debug views.
  • Dry border too soft: the Dry Mask is per vertex, add an edge loop along the border.
  • Custom masters: MF_KurinWeather outputs Wetness / Puddle / Frost / Submerged / Condensation Mask (0..1) for your own effects.