Hey,
Yes I've done searches regarding this, but non catered specifically to my question, and I didn't feel like necroposting.
Now, I am trying to make snow rest upon the top of some rocks I've made. Big rocks, a rock face of a canyon actually. This is what I come up with.
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It just looks SO fake. I'm assuming it is because of the shape my rocks, am I right? Would perhaps making them less angular help?
Replies
Getting that together should go a long way, your skybox isn't blue so you may have to scale back the blues or get a nice blue skybox in there so the scene fits together a bit. Your scene overall is jsut a flat grey, and snow is affected a lot by light in subtle ways you may want to explore in your material.
Also throw on my polygons, too many harsh angles. Snow is soft. As for the base of your rocks, put some special snow meshes in there and use a "depth bias alpha" in the translucency, play with the values associated with that untill you get a nice fade against the rocks. It'll allow some of your snow to fade in, it's a nice effect.
Did you paint the snow into the tops or did you use a special shader to do that? I'd be interested to know how you set that up if you did!
As for how I make the snow, I used a shader. No painting was done. I played around with the falloff parameters for the snow material, and when setup right, it nicely catches the edge of your model. Set the falloff type as TOwards/Away and the Direction to "World Z-Axis".
It would be good to know what software and the goal of the project, is this for rendering, a realtime engine or maybe just a realtime viewport grab? Since there are half a dozen ways to get the same things done in all the different apps but all are slightly different.
Aside from including your normal map in the falloff blend calculations, you can also draw in snow into your diffuse and normal maps. Keep in mind that snow gets blown around and sticks to things so you might want to factor in common wind direction when doing this.
It could be good to model in the snow accumulation on top of your rocks. It's often not good enough to just model rocks and turn the tops into snow unless its a light dusting.
I also think your blend line is very straight and you should jag it quite a bit to help give it an uneven look. Again half a dozen ways to do this given whatever app and the purpose of the scene.
You can also use vertex paint/color to blend snow and rocks.
If you're using 3dsmax you can also look into plug-ins like SnowFlow which you might be able to optimize down to a workable game mesh, never really tried only used it for rendering.
If you're using 3dsmax this quick tutorial covers how to add noise to the falloff blend line http://www.conceptgirl.com/tutorials/Snow3dStudioMax.pdf This same method can be used in ShaderFX and Unreal but there are a few other ways to do the same thing, it all depends on the scene and whats its for.
Edit: unfortunately, I do not have the means to buy an actual plugin license. This will have to be done freely. This project is for my end of year school project and I need it to be kickass, but I just don't have the money. I have the time though!
Lighting is going to play a huge part in this. You could look into HDR env lighting with mental ray.
Also I would want to see some snow drifts at the bottoms of the rock walls, not just snow accumulation on the tops.
Are you using reference photos?
As for the snowdrifts, I was mainly focusing on the rocks. Despite the techniques in the new rock modelling thread, I'm having a hard time with those as well. I need more practice, alot more.