3ds water with precipitation

hello guys I realized that 3DS default has a wet effect when it rains in the
same way as the aprons, I looked in all the documentation for some guidance on
how to do this effect, could anyone give me a tip? during the rain

after the rain
after drying

Hello @Brazil_Land_Games , We are not sure that this is implemented. What you
do you mean by “default” ? What material are you using ? Are your screenshots
from one of your objects? If yes, can you please send us its gltf & textures ?
[See 3) Provide Private
Content](https://devsupport.flightsimulator.com/articles/5483/how-to-report-a-
bug-or-crash.html) Regards, Boris

Hello Boris! This 3D Prints is from the simulator itself, not ours!! I put
these prints in order to demonstrate the effect that I would like to apply to
our 3Ds, what I can try to explain is the following, the 3DS generated by
autogen have this ability to present a wet effect when it rains and we would
like to apply this effect too, because in our scenarios it seems that no
building gets wet and it’s an effect that brings immersion! I believe it’s the
same effect applied to the soil, as it gradually dries like the soil aprons

Oh, by 3DS you mean any 3d object (3DS is the common abbreviation of 3D Studio
Max) i believe the glossy effect is obtained multiplying the normal value and
decreasing the roughness values , the engine is doing this at runtime Maybe it
needs that your material is a proper “PBR” one, Including the normal map and
the comp/orm map (ambient Occlusion, Roughness, Metal)

To pick this up again: I believe @Brazil_Land_Games_xblms brought up a very valid point here but it wasn’t entirely understood what he is looking for:

OSM buildings in MSFS obviously have a trigger query in their code that lets their roofs display with a “wet” material when it’s raining, which gradually increases/decreases. Basically the same way light paved surfaces on the ground do.

For custom 3D models however I couldn’t find a way to have them check if it’s raining.

In P3D/FSX there was a precipitation tag somewhere in the material settings. There seems to be no such thing possible in MSFS unless I missed something.