creating a snow material

I need a snow mat and I made pretty basic one that seems good enough to me.

But there’s one little thing that I want to achieve, is a snowflakes blinking like in the new battlefront game.
What I have - http://img.5cm.ru/view/i6/Qox8.png - it’s just a roughness map, so it’s not enough.
What I want to achieve - http://img.5cm.ru/view/i6/t6uy.png - in UE4 it starts to blink like that only if you add a metalness map to it (and only if view angle is small enough), but that is obviously not an option.

Any advices?

You might need something like L4D2’s Retro-Reflective material. I’m not an expert in materials so I can’t help you, but you might find something on Google

The one in Battlefront seems pretty unrealistic though. They are way too big.

Haven’t seen better snow anywhere else. It just feels “right”

so i guess it’s not possible to do with materials only and some kind of post-processing is needed but i have no idea.

…I guess you could try amping up the specularity on those spots using your roughness map. It’s not physically correct, but [I’m pretty sure] it gets the job done.

I have a few ideas I’d give it a try. Check the thread in a few hours.

What I’m failing to do is getting the sun direction. If you can do that, then multiply it by an emission mask (those dots) and feed it to the Emissive slot. That should probably make the dots glow only at the sun direction.

This fails when snow material is at sun shadow. I would just place spark material(color = 1,roughness = 0, specular = 1) to random places and just let the ue4 lighting system do the magic

Any use?

https://udn.epicgames.com/Three/MaterialExamples.html#Snow

Well shouldn’t the highlights actually be muted when they’re in shadows as in real life?

Yeah. This is why I said that using emissive channel way will fail. Snow glimmer are just tiny micro facets that behave like perfect mirror.

Funny but that might be the trick used in battlefront: http://img.5cm.ru/view/i6/8mxW.png

The whole point is, it should not be tied to the sun direction. In fact some snowflakes might be lying at the proper angle to you and the sun so you’ll see the reflection in the opposite direction.

Interesting, thx for the link. I’ll try to reproduce that though not sure it’ll work with PBR

edit: as expected, using specular with PBR in any way isn’t doing much difference and actually gives worse result than not using it

Ah yeah, I wouldn’t follow that setup precisely, but perhaps modify it for roughness workflow.