Graphics Programs Reference
In-Depth Information
How it works...
As usual, to better understand this recipe, we can divide this material creation in
two stages: the first one for the general color and consistency of the snow and the
second one to add bumpiness to the surface.
•
First stage
: We just made a basic shader by mixing
Diffuse
and
Glossy
shaders by the
Index Of Refraction
of the
Fresnel
node. This
Fresnel
value is divided by the
Math
node to obtain a softer transition (try chan-
ging this value from
10.000
to
1.000
to see a totally different effect).
We then also mixed in a bluish
Translucent
shader, but giving predom-
inance to the basic shader by setting the factor value in the second
Mix
Shader
node to
0.300
. The
Translucent
shader gives the appearance
of the light seeping through the snow and showing in the shadowed areas
of the object.
•
Second stage
: Here, we added two
Noise Texture
nodes with different
scale values to simulate the soft snow bumpiness. The first two
Multiply
math nodes separately set the influence of each noise. These values get
merged by the
Add
node and finally piped in one more
Math
node, which
is set to
Multiply
as well, to establish the overall weight of the bump effect
that, being directly connected to the
Displacement
input in the
Material
Output
node, affects together all the shaders in the network.