Rain and fog at night

The static models seen here I purchased (mainly off turbosquid). The character is a base character from DazStudio, troche which is one of the sources I’m considering using for game characters. The flames are from a particle system I developed when making my first XNA game as a hobby project.
Inspiration from the Wisps (of Ultima lore). They are particle systems paired with (shadowless) point lights to illuminate adjacent objects (note the purple glow on the tree trunk from a purple orb that is mostly behind leaves). They glow and flicker and move around rapidly, rx
obviously not apparent in the screenshot.
This shows my precipitation system, view
which in its current incarnation renders up to 10000 particles in a infinitely-repeating box that encompasses roughly what the viewer sees. I used some tricks from ShaderX7 to handle smooth transitions from rain to snow. I still have some trouble with proper lighting, given that this is done with forward rendering after the main deferred rendering pass.
Ground fog fills low-lying areas.

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