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)¶
- Tick Use Dry Mask (VC A)?.
- Mesh Paint: Fill channel A with 1 (white).
- 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.