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Wildheim - Dynamic Snow

Disclaimer: most things still in prototype stage

Since winter was to be an integral part of the game we did a lot of experimenting with ways to make snow as cool as possible.
Using dynamic render targets we were able to do the following things without sacrificing much in the way of performance:
- remove grass under dynamic objects to keep it from poking through things via the vertex shader
- "compacting" snow under dynamic and static objects offsetting the snow height through the vertex shader and replacing the normal map
- melt snow close to heat sources
- use different footstep VFX since we could not use physical materials to differentiate surfaces

i will upload a breakdown of the ground material once i had the time to make it presentable.

*oink*

*oink*

accumulation of snow - values for trees not tweaked yet

accumulation of snow - values for trees not tweaked yet

the player and objects displace the snow

the player and objects displace the snow

as well as enemies and creatures

as well as enemies and creatures

using a post-process to create sparkling snow that is masked in less lit areas

using a post-process to create sparkling snow that is masked in less lit areas

the post-process to create the sparkling snow.

the post-process to create the sparkling snow.

masking snow surfaces by reserving the specular material value of 1 for snow / adjusting the post-process result to get a mask of lit areas / applying the combined mask to the sparkly noise

masking snow surfaces by reserving the specular material value of 1 for snow / adjusting the post-process result to get a mask of lit areas / applying the combined mask to the sparkly noise