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Blender Weather Fx

Community
EL4CTEO
blender-weather-fx

Weather effects in Blender 5.2 - looping Geometry Nodes rain, snow, dust, ash and embers with ground hits and splashes, wet surfaces, puddles with animated ripples, wall streaks, snow cover (shader + real snow geometry), storm lightning with multi-stroke flashes and bolts, engine-ready weather masks. Use for rain, storm, snow, wet street, puddle, dust or ember scenes.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-weather-fx
Stars
426
Forks
39
Bundled files
6
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 6 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by EL4CTEO on GitHub. Read the source before you install it.

Installation

Install the Blender Weather Fx AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-weather-fx
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/EL4CTEO/blender-skills.git /tmp/blender-skills
mkdir -p .claude/skills
cp -r /tmp/blender-skills/skills/blender-weather-fx .claude/skills/blender-weather-fx
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Weather Fx in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Blender Weather Fx on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Blender Weather Fx is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Weather FX

The execution model is in blender-core. Sky, sun/moon, fog and mood come from blender-time-of-day, so run scene_mood.py first, then add weather. Rendering settings are in blender-rendering.

One call each

scripts/precipitation.py -- --type rain --intensity heavy --ground Street Roofs --wind 2 0
scripts/surface_weather.py -- --objects Street Car Walls --wetness 0.7 --puddles 0.4 --ripples 1 --streaks 0.5
scripts/lightning.py -- --flashes 2 --strokes 3
scripts/precipitation.py -- --type snow --intensity moderate --ground Terrain
scripts/surface_weather.py -- --objects Terrain Roofs --snow 0.8 --snow-depth 0.06
scripts/surface_weather.py -- --objects Street Car Walls --remove     # exact restore

A rainy night: scene_mood.py --time night --fog-visibility 250 → rain → wetness + puddles → lightning. Rain and puddles at night are what sell a wet scene: wet surfaces reflect every practical light.

precipitation.py (rain, snow, dust, ash, embers)

  • Builds a GN modifier on ENV_Weather_<Type>. Its box covers what the camera sees across the frame range: world-fixed, so moving cameras don't drag the rain. With no camera, it covers a 18 m box. The floor is the lowest top of --ground.
  • Seamless loop with no simulation: each particle lives N whole times per loop (Lives), so the last frame + 1 equals the first frame exactly. It renders any frame on its own and works headless.
  • Real speeds: rain 7 m/s (9 at heavy/storm), snow 1, ash 0.6, dust 0.15, embers rise at 1.5, combined with --wind X Y (m/s).
  • Ground: a raycast against the --ground objects stops particles at the first hit (roofs, awnings, streets). Rain spawns splash crowns lasting 80 ms at each hit, aligned to the surface normal.
  • Streaks, not motion blur: rain is a 3-sided streak of length = speed × ½ frame (a 180° shutter), aligned to the travel direction. Motion blur off is cheaper and looks the same.
  • Particles closer than 1.5 m to the camera are hidden (Near Clear), because huge blobs ruin shots. The viewport shows 10% (Viewport Fraction), renders show 100%.
  • Density per intensity (particles/m³): rain 5/15/40/80, snow 10/30/80/160. Override with --density. The count is capped by --max-count (400k), and the result warns when it caps.
  • All values remain modifier inputs (Count, Speed, Wind, Lives, Particle Size, Streak Length, Sway, Ground, Splash...), so tweak them there instead of re-running.

surface_weather.py (wet, puddles, ripples, streaks, snow)

  • Puts one ENV_Weather shader group in front of each Principled BSDF and records the originals on the material. --remove restores links and values exactly.
  • Wet (Lagarde model): porous albedo darkens (up to 55% × --porosity), roughness drops, and a water film is added as Coat. Use porosity 0.6–0.9 for asphalt, concrete, wood and fabric, and 0.1–0.2 for metal, glass and plastic.
  • Puddles: domain-warped world-space noise on up-facing faces. Coverage ≈ --puddles, feature size --scale (m, default 3). Inside a puddle: full coat, mirror coat roughness 0.02, and a flattened base normal, because water fills the cracks.
  • Ripples: expanding rings, one per ~17 cm cell, driven by a frame driver (a simple expression, so it works without auto-run scripts). They only show inside puddles.
  • Streaks: vertical noise on walls adds coat runs.
  • Snow: up-facing coverage with a noisy edge, albedo 0.9, roughness 0.6 and a fine bump. --snow-depth adds real thickness with the ENV_SnowCover GN modifier: up-facing faces are subdivided and extruded upward by a noise height that is never zero, so there's no z-fighting. It uses the ENV_M_Snow material with subsurface.
  • --vertex-mask writes the ENV_Weather color attribute (R puddles, G snow, B walls) for engine shaders.

lightning.py

  • A strike is 3 return strokes ~50 ms apart (at least 2 frames apart, so the flicker reads at 24 fps), each a peak followed by a 2-frame decay. --strokes, --flashes or --frames set the timing. The flash is a cool ENV_Storm_Flash sun (12° soft) keyed against the scene's key light (×2.5).
  • ENV_Storm_Bolt is a branching emissive curve (midpoint displacement plus 4 branches), keyed with the flash. By default it is 300 m away, in frame and off-center. The world background strength flashes too (--no-sky to skip).
  • Keys use LINEAR interpolation (flashes must snap, not ease).

Rules

  • Rain is visible only when backlit or side-lit against a darker background: put a practical or bright sky behind it. Front-lit rain disappears.
  • Combine layers: fog (atmosphere) + rain streaks (mid) + splashes/ripples (ground) + wet reflections. Any one alone looks fake.
  • Real scale is mandatory: speeds, densities and puddle sizes are in meters (blender-scene-setup).
  • Check with a render at the final resolution. Rain density and streak visibility don't show in the viewport (10% count, no fog).
  • Run blender-asset-qa on the snow geometry if the asset will be exported.

Games and real-time

Weather is an engine system (Unreal Niagara, Unity VFX Graph, Roblox ParticleEmitter). From Blender, export the masks: the vertex color attribute (--vertex-mask) or baked textures (blender-texture-baking self-bake of the wet material), plus snow cover meshes. Details are in references/realtime-engines.md. Physical values and the look library are in references/weather-values.md.

Gotchas

  • GN particles are instances, so object.data stays empty. Read results through the evaluated depsgraph (depsgraph.object_instances).
  • Background (-b) evaluation counts as the viewport for the Is Viewport node, so a headless test sees 10% of the count. Renders get 100%.
  • Ground objects are linked into the ENV_Weather_<Type>_Ground collection (linked, not moved).
  • surface_weather changes shared materials: every object using that material gets wet. Duplicate materials first to limit it.
  • Coat appears in both engines. EEVEE needs raytracing on (eevee.use_raytracing) for good puddle reflections.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Blender Weather Fx AI skill do?

Weather effects in Blender 5.2 - looping Geometry Nodes rain, snow, dust, ash and embers with ground hits and splashes, wet surfaces, puddles with animated ripples, wall streaks, snow cover (shader + real snow geometry), storm lightning with multi-stroke flashes and bolts, engine-ready weather masks. Use for rain, storm, snow, wet street, puddle, dust or ember scenes.

Why use Blender Weather Fx on TypingMind?

Because you install it once and use it with any model. Blender Weather Fx is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Blender Weather Fx in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-weather-fx. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Blender Weather Fx?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Blender Weather Fx?

As many as you like. As long as a model supports skills, you can use Blender Weather Fx with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Blender Weather Fx AI skill free?

Yes. It is published on GitHub by EL4CTEO under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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