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Rain Drop GPU · Metal / CUDA
Raindrops on a window. Simulated: they land, merge, and run.

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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Hover a parameter and its description appears here.
Tips
- An adjustment layer is the usual place for it. Set Blur Behind to 10 to 20 and it looks like a camera focused on the window.
- Set a text or shape layer as Map Layer and raindrops form only in that shape (using Map switches rendering to the CPU).
- Displacement Map output plus Displacer Pro lets you apply the same rain distortion to other layers.
- The first frame is the moment rain starts falling. To start with an already wet window, give Time Offset a few seconds.
