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Making rain simulation as real as possible

rainbowhunt.me

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Re: Making rain simulation as real as possible

#91

Earlier quoted context omitted.

https://photos.app.goo.gl/JJXD1tXhHkRH81ja6 https://photos.app.goo.gl/wPD2M1yrGZ6ZsEFt7 We park on the street. :)

Your location is embedded in the photos you shared on drive. Scarlett Irvine.

Just Google Geoff Fox, it's not like he's trying to be secretive.

Re: Making rain simulation as real as possible

#92
post #88
post #52

Earlier quoted context omitted.

(Author here) Thanks! I was making a version with a better "impact" effect and better "trails", which are the weakest parts currently in my opinion, as well as making the larger raindrops sharper—they get a bit blurry right now. I haven't had the time/will to finish it though!

>which are the weakest parts currently in my opinion, as well as making the larger raindrops sharper I actually came here to comment on the blur on the edges of the large drops. My guess was it was a fast way to give a passable result for the more complicated refractions occurring at the edge of the drop. Is there a link at which I can follow your work? Thanks!

It actually did not have anything to do with being resource intensive or such, it had to do with looks—with the raindrops sharp I had to get the parameters of the refraction perfectly right, it seemed, for it to look convincing, otherwise it looked extremely artificial and kind of "flat".

By that point I had already spent more time on this than I'd have liked, and allowing for a little blur was an easier way for it to look good enough.

I haven't been doing any "public" work lately, but I'll post anything I make on my Twitter[1], especially if I ever get to finish this updated version.

https://twitter.com/lucasbebber

Re: Making rain simulation as real as possible

#93
post #52

Earlier quoted context omitted.

(Author here) Thanks! I was making a version with a better "impact" effect and better "trails", which are the weakest parts currently in my opinion, as well as making the larger raindrops sharper—they get a bit blurry right now. I haven't had the time/will to finish it though!

If you ever get a chance, I'd love to read a "making of" blog post -- how you started, what approaches worked/didn't, what you're measuring success against, and remaining challenges... Think it would be super-educational and fascinating!

It's been a while since I made this, but it's a good suggestion! Rest assured that there was hardly any method to it though, mostly hair-pulling when things did not look quite good! (which is, for me at least, the biggest pain in working with this kind of thing)

But there are some neat tricks which, while not necessarily transferable themselves, might serve as inspiration for other problems.

Re: Making rain simulation as real as possible

#94

Earlier quoted context omitted.

I am very unusual in that I'm comfortable on both sides of the camera. What I learned is building a studio is an IT project! Maybe the most unusual part is, none of this would work unless I could run the show by myself. My TriCaster is programmable with macros which is what I've done. I am my own director while on the air. Oh -- with a friend I created a map making system which runs on an i5 and produces ~ 40,000 map…

This doesn't look like any map system I've seen - can you share details on your renderer? There's a lot of untapped potential in geospatial (even with Google taking most of the mindshare)

Sure -- It's a multistage process making a graphics sandwich. The meteo data is done by GrADS. I render these at full HD resolution-- 1920x1080.

The base map and overlay are both produced in QGIS using the NaturalEarth database. Because GrADS can't read geographical info from graphics they are built by hand and the parameters are entered into GrADS by hand.

Animations are made from still png frames using ffmpeg.

OpenSans is my font.

All of this runs on an i5 with 8Gb of RAM under CentOS7. I make around 40,000 maps a day (one per frame in the animations).

I am 68 years old. My only computer training came 51 years ago. This is all self taught.

Re: Making rain simulation as real as possible

#95
post #81

Earlier quoted context omitted.

I am very unusual in that I'm comfortable on both sides of the camera. What I learned is building a studio is an IT project! Maybe the most unusual part is, none of this would work unless I could run the show by myself. My TriCaster is programmable with macros which is what I've done. I am my own director while on the air. Oh -- with a friend I created a map making system which runs on an i5 and produces ~ 40,000 map…

I would be thrilled to see some of the code for your map system, if you feel like open sourcing it on Github or the like. Even a verbal description of it would be great. It looks really great!

If you wrote code like mine you wouldn't want it seen. I have borrowed freely from others, especially the College of DuPage whose entire site (except satellites) is on github. Their code is well written and documented.

Re: Making rain simulation as real as possible

#96
post #43

Hey, I made this for Codrops, like 2 or 3 years ago? I mean, the rain effect itself, not the whole UI around it here. Edit: Here's[1] the accompanying article, and here's[2] some other stuff I made (although my website is also just as old and hasn't been updated since!) [1] http://tympanus.net/codrops/rain-water-effect-experiments/ [2] http://lbebber.github.io/

What’s some good reading for a basic and well-explained entry into GL and shaders. I feel like so many tuts gloss over really important stuff. I’ve never written a shader.

As an aside, I’m sorry someone stole this from you and used it unattributed.

Re: Making rain simulation as real as possible

#98
post #89
post #7

I am a meteorologist on TV. I work in front of a chroma key wall. I would love to have a simulator like this where I could swap in the background image... well, you get the idea. This would especially be good for me as I do the weather in Nebraska from a studio I built at home in SoCal. As far as I know I'm the only regularly scheduled TV news anchor to work from home in the US and possibly the world.

I made exactly what you're asking for: https://rainpaper.com

Why is it rated Mature?!

Re: Making rain simulation as real as possible

#99
post #7

I am a meteorologist on TV. I work in front of a chroma key wall. I would love to have a simulator like this where I could swap in the background image... well, you get the idea. This would especially be good for me as I do the weather in Nebraska from a studio I built at home in SoCal. As far as I know I'm the only regularly scheduled TV news anchor to work from home in the US and possibly the world.

WOW this is a surprise... What a small world! I used to watch you and Dr. Mel on WTNH Ch 8 many years ago when I lived in CT. I still think of you guys every time I'm back in CT and turn on the 11pm news. You are fantastic and always entertaining. I always looked forward to watching you predict whether I'd have school the next day. Thank you for the memories.

Re: Making rain simulation as real as possible

#100
post #7

I am a meteorologist on TV. I work in front of a chroma key wall. I would love to have a simulator like this where I could swap in the background image... well, you get the idea. This would especially be good for me as I do the weather in Nebraska from a studio I built at home in SoCal. As far as I know I'm the only regularly scheduled TV news anchor to work from home in the US and possibly the world.

WOW this is a surprise... What a small world! I used to watch you and Dr. Mel on WTNH Ch 8 many years ago when I lived in CT. I still think of you guys every time I'm back in CT and turn on the 11pm news. You are fantastic and always entertaining. I always looked forward to watching you predict whether I'd have school the next day. Thank you for the memories.

I am blushing. The people of Connecticut were very kind to me and I will be forever grateful.
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