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Weather parameters

Each biome and base layer in the Material Instance has a Weather category with the same parameter set. Per-material weather is what lets a Tropical Rainforest run drenched while a neighbouring Desert stays dry. Background on the system is in the weather system concept.

ParameterEffect
bEnableBiomeXWeather or bEnableBaseXWeatherMaster toggle for this layer’s weather response. Located in the Weather section of the Material Instance, where X is the biome or base name.
Biome_X_R_PSt or Base_X_R_PStRain intensity for this layer. Configured in MPC_Weathers.
Biome_X_S_PSt or Base_X_S_PStSnow intensity for this layer. Configured in MPC_Weathers.

X is the layer name. Biomes: Tundra, BorealForest, Desert, Mediterranean, Savanna, TemperateForest, TropicalRainforest, Wetland, Grassland, Custom1, Custom2, Custom3. Base layers: Beach, Cliff, Grass, Gravel, Mud, Snow.

When a layer’s weather is enabled, the following parameters control how the wet look reads on screen.

ParameterEffect
WaveUVScaleScale of the rippling water wave surface.
WaveNormalIntensityNormal intensity of the wave surface.
WaveUVSpeedAnimation speed of the wave UV.
ParameterEffect
RippleStrengthStrength of raindrop ripples on the water surface.
RippleScaleScale of the rain-ripple pattern.
RippleSpeedSpeed of the ripple animation.
ParameterEffect
WaterPuddleTillingTiling for the water puddle mask.
RainMudPuddleTillingTiling for the rain mud puddle mask.
SnowPuddleTillingTiling for the snow puddle mask.
SnowMudPuddleTillingTiling for the snow mud puddle mask.

The split across water puddle, rain mud puddle, snow puddle, and snow mud puddle gives you separate art-direction control over each kind of wet surface.