Weather states
DVS can produce ten weather states. Which one is active at any moment is the result of the simulated temperature, humidity, biome, and altitude, biased by your Weather Weight and Weather Frequency settings.
The ten states
Section titled “The ten states”- Clear Sky
- Partially Cloudy
- Cloudy
- Overcast
- Foggy
- Light Rain
- Moderate Rain
- Windy
- Light Snow
- Moderate Snow
Whether you get rain or snow is decided by the simulated temperature: a cold biome at high altitude will see snow where a tropical biome would see rain. You do not pick “rain” or “snow” directly; you set the location, biome, time of year, and weight, and the system chooses.
What controls transitions
Section titled “What controls transitions”Four settings on BP_DynamicVolumetricSky shape weather behavior:
| Setting | What it does |
|---|---|
| Dynamic Weather | Master toggle. Off = weather stays fixed at whatever it currently is. |
| Weather Frequency | How often weather changes. Higher = more variety per game-day. |
| Weather Weight | Bias toward precipitation. 0 = always dry, 1 = strong rain/snow tendency. |
| Weather Transition Speed | How quickly one state morphs into the next. Higher = sudden weather, lower = slow drifts. |
Biome and weather
Section titled “Biome and weather”The selected Terrestrial Biome biases temperature, humidity, and weather frequency. Seven biomes ship with the system:
- Tropical Rainforest
- Savanna
- Desert
- Mediterranean
- Temperate Forest
- Boreal Forest
- Arctic Tundra
A Desert biome rarely produces rain even at high Weather Weight. An Arctic Tundra produces snow far more often than rain. Pair the biome with Latitude, Altitude, and Current Month to get the climate you want without fighting the simulation.
Camera-lens rain effect
Section titled “Camera-lens rain effect”When the active state is rainy, the system applies a screen-space rain effect through a built-in post-process material. It only shows when the camera is exposed to the sky (the indoor occlusion system suppresses it indoors).
Where to next
Section titled “Where to next”- Location and weather reference: every Location and Weather category setting
- Indoor occlusion: how the system stops rendering weather inside buildings