UE5 - Ideas for rendering realstic snow

Thanks It was one of the best answers I could’ve gotten on this thread.
I’m going to try out the Niagara solution, I guess it can be the most efficient way of having persistence prints without implementing it via C++. Because of the artifacts for achieving persistence RenderTargets, I have to do it twice per frame which is not the best thing if you want to do it for large textures.
Otherwise, I would use VTs and I guess with the use of C++ I can skip the second rerender altogether.

This actually can be a good thing for us, We are going for more of a stylized look so missing nanite doesn’t feel like such a loss. But having a good global illumination system is always a win. From there I can cherry-pick some of the changes that we would really kill for :grin:

CryEngine is one of the best choices out there, But unreal can be more artist-friendly for small teams and also comes with the advantage of having access to the full MegaScans library which is right now such a cliche thing to say but It is true, With good shading, you can even get some good stylized output from them.