For this project I developed a Houdini rain and mist set up.
Velocity fields would drive the mist and rain, with various settings such as intensity and wind direction at the disposal of the artist.
The set up I built was scalable to different shots, with the inputs being easily interchangeable, and a bounding box for the effect which could procedurally pick up the size of the area in which simulation was needed, with manual offsets possible.
The particle simulation was rendered with motion blur to create the streaking effect, and a copy stamping set up allowed for ‘rain drop geometry’ to be copied onto certain points, so they could be shaded to create a glistening effect.
Multiple simulation layers for different rain angles and airborne particles were merged together to create the final result.