I now work on a Winter scene. Snow, obviously, being a key feature in the entire landscape.
I try to mimic the "glitter" effect that comes about, when the sunshine is cast upon snow and individual snowflakes reflect some of the light. I have created a colourless fake stone shader, very tiny stone size, to account for the delicate snowcap irregularities. Then, I applied a reflective shader to it.
This, however, is as far as I can go because I encounter the following problems:
1. At ceratin points, the reflection applied looks very moist... as if it was wet, not reflective.
2. Flares - in certain image areas, the reflections clump together, causing the renderer to "average" them into a one big flare-up (a possible contributing factor - the terrain is gently displaced; it's not a flat, uniform plane).
I'm sure that one part of the problem lies within the reflective shader settings. Something that I used many times but never analyzed in depth. Do you have any idea how one could achieve a "dry" reflection?
As far as the flares are concerned I have no idea how I can circumvent such an artifact. Changing pixel filter is the only option I can think of right now.
Is ray trace reflections enabled in the reflective shader? If so, turn it off. This should make the snow look less wet.
Here is the setup I used in this thread:
https://planetside.co.uk/forums/index.php/topic,24417.0.html
Maybe it's useful. Make sure the distance shaders are connected to the render camera. The first shader to connect with in this setup is the "Snow" shader, and the last one is the "Sparkle" shader.
Quote from: René on November 27, 2019, 05:29:14 AMIs ray trace reflections enabled in the reflective shader? If so, turn it off. This should make the snow look less wet.
Unfortunately that turned out to be ineffective but thanks for the first reply. ;)Quote from: Hannes on November 27, 2019, 05:57:02 AMMaybe it's useful. Make sure the distance shaders are connected to the render camera. The first shader to connect with in this setup is the "Snow" shader, and the last one is the "Sparkle" shader.
It is! This is what I was looking for. Not a wet, glossy streak running all the way up to the horizon - just a few glittery flakes here and there. I actually only need the "sparkle" group (I already produced some decent displacements.)
I can't remember what's inside Hannes' file, but I sometimes use a tiny fake stone with masked scattering and low density just as a mask for a surface layer to which a no_RT reflective shader is added as child.
Quote from: Dune on November 29, 2019, 02:03:26 AMI can't remember what's inside Hannes' file, but I sometimes use a tiny fake stone with masked scattering and low density just as a mask for a surface layer to which a no_RT reflective shader is added as child.
That's it more or less. :) Don't try putting it on the trees though... :o
Would be a nice Xmas tree, maybe :P
A one Christmas tree - maybe...
But once I tried to put this glitter on a population, all of the reflected light made the image go apes - turning it perfect white!
Even if masked by a world-space fractal?