The goal of the project was to simulate water accumulation under surfaces due to surface tension.
Technical/VFX Artist Dylan Browne, widely known for his experiments with digital water, has recently shared a series of demos showcasing an impressive new project. This time, the author awed us with a realistic rain simulation, created using the alembic streaming method with the goal being to simulate water accumulation under surfaces due to surface tension. According to the creator, the project was set up in Houdini and Unreal Engine 5, with the final animation having around four million polys per frame with 200 frames in total.
Additionally, the artist has shared a sped up version of the project:
And here's an earlier iteration of the simulation:
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