Very nice work, impressive

Looking forward to see where this goes. Frank already provided you some good pointers.
Personally I'd remove the thin snow which reaches to the top of the mountain. I'd keep it to one snow-border/edge. Just personal preferences, know what it's worth!

I like the deep blue sky and perhaps you could try to keep it also abap (as blue as possible:)) near the horizon, think that would be a tad more realistic.
Also, there are some topics about how to make clouds follow terrain, perhaps you might find it interesting to try.
Good luck, you still have 3 weeks, so hopefully you can improve it even further

Quote from: Goms on June 23, 2009, 08:37:37 AM
I'm just about to render another "preview". The displacement intersection still won't work like i want it to, but i also don't want to use more than one compute terrain node. I will see in around 4 hours. 
I understand why you don't want to use too many compute terrains/normals because it slows down the render, but as a matter of fact if you build up your network "logically" you won't need an extra compute terrain/normal to let the displacement intersection work properly.
Simply put, it often works best if you use those kind of shaders as last in the chain.
My snow and canyon (sand in canyon) use this principle with success.
Martin