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Route.Weather=Constant/Dynamic
Route.Weather.Random=[0.0-1.0]
Dynamic changes dynamically.
Specifically, it looks like random.
0.0=Required Frequency Option.
Implement objects such as rain and snow as particles
Along with that, adjust the rain cloud and adhesion coefficient.
Under objects such as overhead lines where objects are set for automatic collection:
It is technically possible, such as not raining automatically.
Search keyword is
OpenGL flow rain
WebGL small rain
https://gist.github.com/thaenor/4d9531cc9a7d1c34b998
https://seblagarde.wordpress.com/2012/12/10/observe-rainy-world/
※ 2D (lightly operated with Android smartphone)
https://tympanus.net/codrops/2015/11/04/rain-water-effect-experiments/
Route.Weather=Constant/Dynamic
Route.Weather.Random=[0.0-1.0]
Dynamic changes dynamically.
Specifically, it looks like random.
0.0=Required Frequency Option.
route.cloud
cloud.texture1
cloud.texture2
cloud.texture3
cloud.texture4
:
cloud.Rain.texture1
:
cloud.snow.texture1
cloud.snow.texture2
cloud.snow.texture3
cloud.snow.texture4
route.rain
Rain.Adhesion
Rain.1 [mm / h]
Rain.2
Rain.3
Rain.4
:
Rain.1.Frequency [0.0-1.0]
Rain.2.Frequency
Rain.3.Frequency
Rain.4.Frequency
:
Rain.Rainfall.fade //It is the change speed.
route.snow
Snow.1.rail = Snow-Rail_lvl_1.csv // Wet
Snow.2.rail = Snow-Rail_lvl_2.csv // casually
Snow.3.rail = Snow-Rail_lvl_3.csv // Looks white
Snow.4.rail = Snow-Rail_lvl_4.csv // White
Snow.1.Cloud = cloud.snow.texture1
Snow.2.Cloud = cloud.snow.texture2
Snow.3.Cloud = cloud.snow.texture3
Snow.4.Cloud = cloud.snow.texture4
Snow.1. Adhesion
Snow.2. Adhesion
Snow.3. Adhesion
Snow.4. Adhesion
Snow.1. Frequency [0.0-1.0]
Snow.2. Frequency
Snow.3. Frequency
Snow.4. Frequency
Snow.fade //It is the change speed.
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