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If you need complex snow distribution, it is recommended to chain multiple Snowfall nodes together. Each node contributes a different type of distribution.
Let's try it out in a practical scenario. For our demo terrain, we want slightly unkempt snow that is uneven and somewhat "dirty", rather than large pristine mounds.
In our first Snowfall node, we will target general "dirty" distribution. To do this, we use
Melt with a high
Snow Line of
For ensuring the snow collects in smaller clumps and a bit of rock is exposed in between, we use a somewhat high
Slip-off Angle value of
60, and a slightly high
Adhered Snow Mass value of
This creates a non-flowing distribution, keeping the snow high up in the mountain while still letting its physics simulation work long enough to force the snow into crevices and expose sharp bits of the underlying terrain.
For the second pass, we focus on the flowing snow. While overlap between the first and second pass is fine, we want to ensure as little of it as possible otherwise we lose the "dirtiness" of the snow.
We use a low
6%, a low
2.5%, and a
Melt value of
Snow Line is a lot lower than the previous pass at
28%. For allowing the snow to flow more effectively, we use a low
Slip-off Angle of
This snow is now forced to the flow areas (often defined by previous erosion passes), whereas the previous pass focused on "resting" snow.
Finally, we take the two nodes' secondary Snow output mask and use Combine at
Max mode to merge the masks for use in our texture map creation.