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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.

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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 nameParentsClassificationMFn typeCompatible function sets
snowtexture3dtexture/3dkSnowkBase
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)TypeDefaultFlags
normalCamera (n) float30.0, 0.0, 1.0outputinputconnectablehidden
The input normal to perturbate
normalCameraX (nx) float0.0outputinputconnectablehidden
The X component of the input normal
normalCameraY (ny) float0.0outputinputconnectablehidden
The Y component of the input normal
normalCameraZ (nz) float0.0outputinputconnectablehidden
The Z component of the input normal
refPointObj (rpo) float30.0, 0.0, 0.0outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointObjX (rox) float0.0outputinputconnectablehidden
The x component of the current reference sample position
refPointObjY (roy) float0.0outputinputconnectablehidden
The y component of the current reference sample position
refPointObjZ (roz) float0.0outputinputconnectablehidden
The z component of the current reference sample position
refPointCamera (rpc) float30.0, 0.0, 0.0outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointCameraX (rcx) float0.0outputinputconnectablehidden
The x component of the current sample position
refPointCameraY (rcy) float0.0outputinputconnectablehidden
The y component of the current sample position
refPointCameraZ (rcz) float0.0outputinputconnectablehidden
The z component of the current sample position
eyeToTextureMatrix (e2t) fltMatrixidentityoutputinputconnectablestorablehidden
The transform to go from eye to texture space (pTx = pEye * matrix). It must come from the 3D placement node.
snowColor (sn) float31.0, 1.0, 1.0outputinputconnectablestorable
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) float0.0outputinputconnectablestorablekeyable
Snow Color red value
snowColorG (sng) float0.0outputinputconnectablestorablekeyable
Snow Color green value
snowColorB (snb) float0.0outputinputconnectablestorablekeyable
Snow Color blue value
surfaceColor (su) float30.5, 0.0, 0.0outputinputconnectablestorable
Surface Color is the color of the surface underneath the snow.
surfaceColorR (sur) float0.0outputinputconnectablestorablekeyable
Surface Color red value
surfaceColorG (sug) float0.0outputinputconnectablestorablekeyable
Surface Color green value
surfaceColorB (sub) float0.0outputinputconnectablestorablekeyable
Surface Color blue value
threshold (th) float0.5outputinputconnectablestorablekeyable
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) float5.0outputinputconnectablestorablekeyable
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) float1.0outputinputconnectablestorablekeyable
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.