Simulates snow on a surface.
Note
If you assign to geometry whose surface normals and tangents are constant (for example, those of a primitive cone), the texture appears as a uniform color, and the difference between the and is non-existent.
You can find this texture in the Create bar. To apply this texture as a texture map, see Map a 2D or 3D texture.
Tip
- To display snow on all objects in the scene, apply the texture as a transparency map on a white material and then layer this material onto other shaders.
- Try combining a bump map with a color map. The snow only appears on the peaks and valleys of the bump mapped surface. For best results, set the bump map’s and values to a low number.
- To simulate windswept snow, rotate the texture by rotating the about a horizontal line.
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The color of the snow on the top of the surface.
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The color of the surface on which the snow lies.
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Determines the maximum slope that holds snow. The range is 0 (90 degrees from horizontal) to 1 (0 degrees from horizontal).
The default is 0.5 (45 degrees from horizontal).
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The rate at which the snow color blends into the surface color. The range is 0 to 10. The default is 5.
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The apparent depth of the snow. controls the opacity of the snow (deeper snow is more opaque). The range is 0 (transparent) to 1 (opaque). The default is
1.