Thanks a lot for the swift reply Klaus! I am aiming for a very thick “virgin snow”. I’ll look into subsurface scattering tonight, I did think about playing with that before but thought it might be a little too performance intensive.
PS: Cheers, hmm, well, I’m not quite happy yet, so I’ll keep tweaking, but maybe I do just have tunnel vision from looking at rocks and snow for too long!
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I recently began work on a project that involves creating a large, open and beautiful snow covered forest. I will try to keep this thread up to date, and would love to receive feedback on the work I have been doing. Some advice on how to technically achieve my vision would be much appreciated!
So, here is what I have so far!
://i.gyazo/50a17866e8485910c6b2e57a3d2278e1.png
When the environment is complete it will consist of trees/foliage/rocks which will all have PBR materials. Dynamic Wind. Particle effects for varying intensities of snowfall, and the player will be able to leave footprints behind them in snow.
I am also considering having the foliage and tree’s move when the player brushes past them, dynamic materials for foliage, so that when the player walks through it, the snow is “shaken” off.
In the image below you can see an issue I am currently having with my tree’s, the lighting reveals the hard edges on my leaves, I tried softening the normals of the mesh in maya but to no avail, I have also tried increasing the lightmap resolution and softening the shape of the leaf mesh. Does anyone have any suggestions for ways to “soften” the shadows?
://i.gyazo/7cc75b538aa1ad910e118d799d399c6a.png
I am also unsure about the best way to tackle snow. I already know that I want snow to be dynamically placed on top of objects like rocks, so that I can orient the rock in any direction and still have the snow sit on top, but neither of the methods I have tried so far have really given me the most satisfactory results. Here are my two attempts:
://i.gyazo/2f86d5586fe2e8a19ebbc7b95d1a730c.png
shader for left rock
://i.gyazo/c6060d442753c3b58dc17c2d595a7c60.png
shader for right rock
://i.gyazo/53498be297e4bd1bf251ed2c44ef67b9.png
The left most shader is unsatisfactory because the normals from the rock carry over to the snow, but I want the snow to have it’s own normal map.
The second shader is based on Liaret’s, I follow his tutorial online, but the results are unsatisfactory because of the way that the detail and colour information is lost as the snow blends into the rock texture. there is a very ugly grey area. I am also unhappy with this method because any physical accuracy in the materials is lost in the blend between them.
Which reminds me, would anyone be able to tell me what is a physically accurate specular value for snow/ice? 