Simulates snow on a surface.
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.
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 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.