Started by pixelpusher636, June 22, 2022, 08:32:47 PM
Quote from: Dune on June 23, 2022, 09:41:58 AMThe path tracer won't add any sub-surface scattering, but nice snow can be made using a default shader with some translucency (0.5) and a minute bit of luminosity (0.1). Use some bluish colors as color input, and a tiny fractal as displacement. But you should start out with very smooth snow, and subtly add displacement.For real sub-surface scattering in TG there's a method feeding all into a glass shader's density and color inputs. But it's quite slow, especially with the path tracer. I would suggest using the standard render method here.Here's a quick and dirty setup for you to dissect, including a way to mask rough from snowy ground. Ample room for improvement.
Quote from: Balletdude on June 23, 2022, 06:47:35 AMnice work, have you considered rendering parts out separately . Render the background with the standard renderer, and then the snow using the path tracer? not sure of the materials, but maybe a default shader ant the end of the shader node tree, and reducing for to around 1.35 around the for for ice and play with the translucency slightly?Just an idea, this is 100 times better than what I could probably produce, but just a thought following on from what I use in Blender, as I think the path tracer would add some sub surface scattering as it does with clouds?but again fantastic workSimon