QuoteI'd choose for high contrast and very low roughness and then either use the luminosity function or high color of the fractal to control the brightness of the sparkles. See what I mean?
Yes, Martin, I have tried with many different variations in fractal colour settings. The contrast here is 1, while the roughness is default 5. This ensures that the spots of the blending are nice and bright when offset is dropped. Regardless of this fact, colour roughness has no effect here - all scales of the fractal are the same, there is nothing to roughen.

Contrast and offset is fine for controlling brightness, in this instance. I need a more constant method than a power fractal, I think, a one-octave perlin noise function input would be better controlled, easier to have a constant map of spots of more equal brightness, maybe even just some colour adjust shader levels to the fractal output before it feeds the luminosity shader.
The balance between offset/luminosity has very little margin for error, raising offset also brightens the spots and so makes the following luminosity brighter, you then need to rethink how bright that needs to be, it's very incremental.
QuoteDon't you get the problem with this method that the bright sparkles also turn up in shadowed areas?
I do indeed, Ulco, and it somewhat annoys me when I see it rendered. It has, however, been snowing here repetitively since about a week before Christmas and I have been observing real sparkles in the shadows aswell. Clearly not as bright or abundant as if in straight light but light can still be reflected from other sources.
It's trying to make it look convincing enough to believe when real life tells you otherwise.

I'd still love a TG way to keep them out of the shadows, though!

Cheers, folks!