NoteIf you assign Snow to geometry
whose surface normals and tangents are constant (for example, those
of a primitive cone), the Snow texture
appears as a uniform color, and the difference between the Snow
Color and Surface Color is non-existent.
To
display snow on all objects in the scene, apply the Snow texture
as a transparency map on a white material and then layer this material
onto other shaders.
Try
combining a Fractal bump map with a Snow color
map. The snow only appears on the peaks and valleys of the bump
mapped surface. For best results, set the Fractal bump
map’s Alpha Gain and Filter values
to a low number.
To
simulate windswept snow, rotate the Snow texture
by rotating the 3D Placement Object about a
horizontal line.
Snow Color
The
color of the snow on the top of the surface.
Surface Color
The color of the surface on which the
snow lies.
Threshold
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).
Depth Decay
The rate at which the snow color blends
into the surface color. The range is 0 to 10. The default is 5.
Thickness
The apparent depth of the snow. Thickness controls
the opacity of the snow (deeper snow is more opaque). The range
is 0 (transparent) to 1 (opaque). The default is 1.