| Texture | Snow | Advanced | Render Tree Usage
Category: Texture
Shader Family: Texture
Output: Color
Creates an effect of fresh snow sticking to objects, such as trees or buildings. It examines the normal of the object's surface
and uses this to decide whether snow will stick or not.
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The shader's name. Enter any name you like, or leave the default.
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Texture
Bump Mapping
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Switches bump mapping on or off.
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Defines how "bumpy" the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward.
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Uses the texture's alpha channel to achieve a bump map.
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Snow
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The algorithm for the pattern:
- produces the same pattern as in versions prior to Softimage 2013.
- produces the same pattern as shown in High Quality display mode.
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Colors
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Defines the color of the snow. Unless you are simulating another planet or a layer of ash, this should be white.
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Defines the color of the surface beneath the layer of snow.
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Multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter.
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Determines the factor by which the Alpha is multiplied with the RGB channels.
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Defines the maximum slope at which snow sticks to an object. High for snowdrifts; low for wet, heavy snow
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Defines the maximum overall thickness of the snow.
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Defines how much the snow thickness decreases with the increasing slope. The higher the value, the sharper the changes between
the snow and the surface underneath.
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Controls the random variations in the snow's thickness. A value of 0 will probably result in unrealistic-looking snow. Remember
that wind and terrain usually cause snow to fall unevenly, hence this parameter.
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Defines the frequency of the snow thickness variation. A high value will result in quick, jagged peaks and valleys of snow,
whereas a lower value will smooth out the layer of snow.
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Advanced
Bump Mapping
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Controls the U, V, and Z steps of a bump map. Use this parameter to "smooth" bumps or make them more jagged.
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Alternate
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Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.
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Repeats
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Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1]
interval.
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UV Remap
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Determines the remapping of the texture image. For a 2D image, only X and Y are used.
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Render Tree Usage
Color parameters can be connected to other textures or image processing shaders. A texture's scalar parameters can be altered
to create interesting effects by applying Texture Generator shaders to them. For example, the Bump factor can be controlled
with the Gradient Texture Generator shader.
A texture shader has seemingly limitless capabilities in a render tree. It can texture an object, be used as a camera or light
projection, define bump or displacement maps, or be blended with any number of other textures to create any effect.