is a small and relatively simplistic snow material, which can use any diffuse/normal maps (e.g. rocks and bricks) and make them snowy. Some of the features:
Tessellation with adjustable dependency on snow amount
Full control of snow and tessellation features from material instances -> fully dynamic material
Snow can be set to appear only on the surface, so just on the top of the object. I am planning to make it possible to adjust the snow direction in the material instances, for more flexibility
It’s shiny :o
is for sure far from good snow material, but still I thought, someone may find interesting and/or useful.
The screens are here, and the video with demonstration is coming soon. A tutorial about tessellation and normal direction adjustment is something that I will do later; My basic tutorial for the snow material is here:
Some of the basic things about snow I learned from tutorial from UDK era: - YouTube
I will be posting videos and info about my progress with material enhancements in thread in my free time. Any thoughts are welcome
Thanks man I will try to find time for the tutorial week, and for now - here u go, a little showcase of the tessellation effect (it still needs tons of work).
Looks great are you going to make it work for particle , so you could have some snow that looks like it is slowly settling on the ground? Would make for a great dynamic weather system.
Thanks, man. Actually, a good idea - I was working on the other topic tutorial for the wiki page, but you are right, I might as well add the snow tutorial there. So, will do that soon.
Thank you. I was thinking about that - even with the coolest implementation, when the particles invoke the blueprint event while hitting the snowy surface (as we have that per-particle collision now, we could use it), and that increases the amount of snow on that exact point of the surface. is really crazy and complex to implement, but would provide some cool features - e.g. if you put something like a box on the ground, the snowfall will not affect the ground below the box. Or, all the structures with roofs will automatically have their interiors without the snow - only the roofs will be covered by it.
But without that craziness I might play in my free time in the cascade and do something like a snowfall weather effect with dynamic parameters. is far from the game project I work on, but it might turn out to be useful for some ppl.
Stay tuned for some simple snow blueprint tutorials, guys. Tessellation tutorial is bigger, so I will be making it later month.
Would it be possible to get a detailed screen capture of the material then? Maybe you could comment individual nodes telling their values as well? I am sure I could figure it out without a lengthy video tutorial as long as I can see what going on in the material. Thank you for your time!