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Snowstorm Environment | Snow Shader

This was my first time creating a snow shader. I started by creating a material function for snow, where I used texture samples for the snow’s base color, normal map, and roughness. I added a scalar input to control texture scaling and another to adjust the brightness of the snow.

Next, I set up a modifier function to blend the snow onto the surface, allowing me to control its direction using a material parameter collection. This let me simulate snow coming from different directions, like top to bottom.

Lighting was done by me.

Environment used: Medieval Village Environment from Leartes Studios.

Final Render

Snow Material Instance Overview

I followed a tutorial by Gatyh Interactive to create a realistic snow shader. I made a material function using texture samples for color, normal map, and roughness, with scalar inputs to control texture scaling and brightness.

I followed a tutorial by Gatyh Interactive to create a realistic snow shader. I made a material function using texture samples for color, normal map, and roughness, with scalar inputs to control texture scaling and brightness.

Material Function integrated inside the existing material for the ground

Material Function integrated inside the existing material for the ground

Snow Material Overview

Snow Material Overview

I adjusted the noise texture in Houdini for fog movement, fixed opacity for natural fading, and added variation. Then, I created a Niagara particle system, applied the cloud material, and set up SubUVs for animation and texture variation.

I adjusted the noise texture in Houdini for fog movement, fixed opacity for natural fading, and added variation. Then, I created a Niagara particle system, applied the cloud material, and set up SubUVs for animation and texture variation.

I integrated a smoke VDB created in Houdini into Unreal Engine 5 using the Heterogeneous Volume system. I fine-tuned the settings within UE5 to ensure proper shading, density, and movement.

I integrated a smoke VDB created in Houdini into Unreal Engine 5 using the Heterogeneous Volume system. I fine-tuned the settings within UE5 to ensure proper shading, density, and movement.