OHEY Plugin

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Rain Drop GPU · Metal / CUDA

Raindrops on a window. Simulated: they land, merge, and run.

No Map Layer rain over the whole frame
Map
Map Layer white = rain, black = no rain
With Map Layer no rain around the face

Where the rain goes is set by Map Layer in the Map group: rain lands on the white areas and not on the black ones (Map Channel picks luminance or alpha, Invert Map flips it). The map layer is stretched to fill this layer, so it can be any size.

Simulates water droplets on a window. Rain hits and splashes, drops merge, and heavy drops run down, sweeping up other drops and leaving wet trails. Put it on an adjustment layer (or footage) and the image beneath appears through wet glass. Each drop gets its own refraction, highlight, and rim. It can also output for other effects: a map for Displacer Pro or After Effects' displacement map, plus the drops' shading, height, normals, and matte. A Map layer lets you specify where drops form. Rendering is on the GPU, with Metal on Mac and NVIDIA CUDA on Windows (the simulation runs on the CPU; per-pixel rendering on the GPU).

Parameters

The same order as the Effect Controls panel. Hover (or tap) an item for its description. The sliders move too (the picture doesn’t).

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Output
Output
Refraction 100%
Blur Behind 0
Drops
Type
Spray Center ⌖50%,50%
Spray Scale 100%
Amount 100%
Drop Scale 100%
Irregularity 100%
Mist 100%
Seed 0
Motion
Rain Rate 100%
Runners 100%
Run Speed 100%
Trail 100%
Time Offset 0
Map
Map Layer
Map Channel
Clumping 0%
Clump Scale 100%
Shading
Light Angle -45°
Highlight 100%
Rim 100%
Haze 0%

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Hover a parameter and its description appears here.

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