Hi !
I’m trying to re create this shader, made into Maya…
I’m working with 3DSMAX & Corona, and can’t get the same result, just the step 2…
Any idea to get the 3 last steps working ? With Max procedural maps of course ![]()
Hi !
I’m trying to re create this shader, made into Maya…
I’m working with 3DSMAX & Corona, and can’t get the same result, just the step 2…
Any idea to get the 3 last steps working ? With Max procedural maps of course ![]()
Looks like the only thing needed here is the noise map.
All the rest also seems perfectly possible to do in Corona + 3ds Max.
They used the displacement noise map to drive reflectivity (so that the small sparkles appear). You can do the same thing using a layered mtl (another layer of reflective material, then masked with the noise map) or by just mapping the reflection glossiness.
can you post your result and also a screenshot of your material set up in slatemode?
thx
Ludvik made a pretty nice one here some time ago:[ https://forum.corona-renderer.com/ [solved] Realistic snow in Corona ](https://forum.corona-renderer.com/ [solved] Realistic snow in Corona )
sorry, a little bit off-topic. Maru, do you have a plan to add snow material and some of related mtls (sand) to Corona Material Library?
Ok great for this shader, except I want to do it full procedural with max or Bercon maps…
Main problem is to get an efficient very fine noise map. I also tried with Speckle one, but it doesnt work.
When Main large noise (my example) is mixed with a tiny one, it take over the large one even when playing with the High and Low parameters…
The skin shader seems to be a really good choice for this as it comes closest to the Arnold standard shader. Multiple spec channels and direct control of color lengths.
edd: did a quick test. Some things still have to be adjusted. However, it’s much simpler than layering either inside the channels or using the layer shader, + the three scattering options are pretty good to define the low and high-frequency noises. It’s easier to change the look, from icy or powdery to wet while maintaining details that might change too drastically with only one scatter channel.
I remember there was a plan for the snow material, not sure about sand, but it is a good idea.
Hi ! Can you share it plz ? ![]()