This page contains information about the V-Ray Snow Texture.
The V-Ray Snow Texture generates a procedural snow effect using two colors or texture maps.
||mat Network|| > V-Ray > Procedural Texture > V-Ray Snow
The TexSnow node provides inputs for controlling various texture properties. They correspond to parameters in the section below.
Snow Color – Controls the color of the snow, this channel can also have a texture map assigned to it.
Surface Color – Controls the color of the surface, this channel can also have a texture map assigned to it.
Threshold – Controls which areas that contains snow color. For more details, please see the Threshold example below.
Depth Decay – Controls the how deep the snow appears to be. Lower values treat the snow as more transparent. For more details, please see the Depth Decay example below.
Thickness – Controls the thickness of the snow. For more details, please see the Thickness example below.
Wrap – Enables wrapping for the texture.
Mult – Specifies a strength multiplier for the texture color.
Offset – Color corrects the texture by adding the the RGB color values specified here to the RGB color values in the texture.
Invert – When enabled, inverts the resulting texture color.
Source – Specifies where the alpha channel is drawn from.
Alpha – Alpha channel is drawn from the texture.
Color – Alpha is generated from pixel intensity.
Opaque – Alpha channel is fully opaque.
Use – Differentiate between textures exported from different applications. You can choose between Color Intensity (3ds Max) and Color Luminance (Maya).
Mult – Specifies a multiplier for the texture alpha.
Offset – Specifies an additional offset for the texture alpha.
Invert – When enabled and Invert from Color Tweaks is also enabled, the resulting texture alpha is inverted as well.
Placement Type – Specifies the way the valid portion of the texture is applied.
Full – Uses the full valid portion of the texture.
Crop – Allows the user to specify a section of the texture using the parameters below.
Place – Allows the user to specify a section of the texture and how to place it using the parameters below.
U – Specifies the U coordinate of the valid texture sector.
V – Specifies the V coordinate of the valid texture sector.
W – Specifies the width of the valid texture sector.
H – Specifies the height of the valid texture sector.
Jitter – Controls the amount of random placement variation.
Tile U – Enables horizontal tiling.
Tile V – Enables vertical tiling.
Enabled – Enables noise for the texture.
Amount – Specifies the amount of noise to add to the texture.
Levels – Specifies the amount of noise iterations.
Size – Controls the scale of the noise.
Animated – Enables the noise to be animated.
Phase – Controls the noise phase.
Example: Depth Decay
The thinner the snow, the more transparent it will be, and thus you will see more of the surface color. Both color channels can have texture maps connected to them.