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The Snow texture simulates snow that has fallen on a surface. Snow only sticks to parts of the object facing upward, and only if they are not too steeply sloped.

The rest of the object (the part not covered in snow) is rendered using the Surface Color. Tips and ideas: Aside from the attributes listed here, Snow inherits many other attributes from its parent, Texture3d In the table below, important attributes are listed with their names shown in bold in the description column.

This node is MP safe

Node name Parents Classification MFn type Compatible function sets
snow texture3d texture/3d:drawdb/shader/texture/3d/snow kSnow kBase
kNamedObject
kDependencyNode
kTexture3d
kSnow

Related nodes

layeredTexture, envCube, envSphere, envSky, envBall, envChrome, bump3d, uvChooser, bump2d, texture2d, ramp, file, cloth, water, stencil, checker, fractal, bulge, grid, mountain, texture3d, projection, cloud, granite, crater, leather, stucco, brownian, solidFractal, marble, wood, rock, defaultTextureList, place2dTexture, place3dTexture

Attributes (24)

depthDecay, eyeToTextureMatrix, normalCamera, normalCameraX, normalCameraY, normalCameraZ, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, refPointObj, refPointObjX, refPointObjY, refPointObjZ, snowColor, snowColorB, snowColorG, snowColorR, surfaceColor, surfaceColorB, surfaceColorG, surfaceColorR, thickness, threshold

Long name (short name) Type Default Flags
normalCamera (n) float3 0.0, 0.0, 1.0 outputinputconnectablehidden
The input normal to perturbate
normalCameraX (nx) float 0.0 outputinputconnectablehidden
The X component of the input normal
normalCameraY (ny) float 0.0 outputinputconnectablehidden
The Y component of the input normal
normalCameraZ (nz) float 0.0 outputinputconnectablehidden
The Z component of the input normal
refPointObj (rpo) float3 0.0, 0.0, 0.0 outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointObjX (rox) float 0.0 outputinputconnectablehidden
The x component of the current reference sample position
refPointObjY (roy) float 0.0 outputinputconnectablehidden
The y component of the current reference sample position
refPointObjZ (roz) float 0.0 outputinputconnectablehidden
The z component of the current reference sample position
refPointCamera (rpc) float3 0.0, 0.0, 0.0 outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointCameraX (rcx) float 0.0 outputinputconnectablehidden
The x component of the current sample position
refPointCameraY (rcy) float 0.0 outputinputconnectablehidden
The y component of the current sample position
refPointCameraZ (rcz) float 0.0 outputinputconnectablehidden
The z component of the current sample position
eyeToTextureMatrix (e2t) fltMatrix identity outputinputconnectablestorablehidden
The transform to go from eye to texture space (pTx = pEye * matrix). It must come from the 3D placement node.
snowColor (sn) float3 1.0, 1.0, 1.0 outputinputconnectablestorable
Snow Color controls the color of the snow. Normally this is left white. But by using different colors and bump values, you can simulate a range of effects, such as cocoa sprinkled on a cake, or crusts forming on top of cooling lava.
snowColorR (snr) float 0.0 outputinputconnectablestorablekeyable
Snow Color red value
snowColorG (sng) float 0.0 outputinputconnectablestorablekeyable
Snow Color green value
snowColorB (snb) float 0.0 outputinputconnectablestorablekeyable
Snow Color blue value
surfaceColor (su) float3 0.5, 0.0, 0.0 outputinputconnectablestorable
Surface Color is the color of the surface underneath the snow.
surfaceColorR (sur) float 0.0 outputinputconnectablestorablekeyable
Surface Color red value
surfaceColorG (sug) float 0.0 outputinputconnectablestorablekeyable
Surface Color green value
surfaceColorB (sub) float 0.0 outputinputconnectablestorablekeyable
Surface Color blue value
threshold (th) float 0.5 outputinputconnectablestorablekeyable
Threshold controls how steep the surface has to be before snow will not stick to it. You can think of it as the "slipperiness" of the snow. Decrease Threshold to make the snow stick to steeper parts of the surface.
depthDecay (dd) float 5.0 outputinputconnectablestorablekeyable
Depth Decay controls how abruptly the snow ends and the rest of the surface begins. Decrease Depth Decay to make the snow quickly fade to the surface color as you move down the slope. Increase Depth Decay to make the surface stay snowy further down, with a more abrupt transition.
thickness (tn) float 1.0 outputinputconnectablestorablekeyable
Thickness controls how much the snow blocks out the color beneath it. Set it to 1.0 to make the snow completely opaque. As you decrease Thickness, the snow becomes more transparent so that you can see the Surface Color underneath it.