Basicly uses angle fall off to add translucency towards blue that snow has, a normal bump texture map to add some bump and cellular displacement.
Uses world z to determain max angle for the snow in wich case the ice then shows underneath. ice has a bunch of bump maps assinged in reflect and refraction to get the scratchy ice look plus some self illum to thicken up the colour so its not compleatly see through
it looks great but it's slightly off right now, like maybe the snow looks too matte, needs to have a bit of sparkle thrown in there, but the ice effect is great
also I think some colour in the key light and some brightness changes would help make it more convincing
well here i used a max refraction distance and self illume to make it thick blue but in real life i beleve its a mix of environment and just the colour of water
yea theirs a little bit of displacement in the ice, uses a couple of ice scratch bump maps in the reflection and refraction channels along with some falloff maps. problem with the snow speckle is im not sure how to add some low sampled reflections cos my reflection maps used up with a bunch of stuff
depends on what scale your going for, the first one looked great for large scale ice, this looks more like smaller scale - like an icecube or something
the first one looked way better all round. with the new rendering the teapot is so transparent that its easy to see that its intersecting with the snow its meant to be half buried in.. also i suppose the snow looks more realistic in a way, but i liked how it looked more caked on in the last one, i also preferred the atmospheric lighting and tones of the previous render.
without seeing both sets of shaders under consistent lighting and angle, its hard to say which might be actually better as the conditions are different in each image.
yea agreed i like the old ice my self but i cant seem to get the same effect as that in vray, i was using metal ray before and i used the max refraction distance to give it its deep blue along with some self illumination but im not sure how to do that in vray, ill make another render using the same lighting as the last one
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Uses world z to determain max angle for the snow in wich case the ice then shows underneath. ice has a bunch of bump maps assinged in reflect and refraction to get the scratchy ice look plus some self illum to thicken up the colour so its not compleatly see through
It certainly does what it says on the tin - an icy cold teapot that certainly gives me the chills!
I wouldn't fiddle with the settings much at all if i were you. It hits the spot so closely.
also I think some colour in the key light and some brightness changes would help make it more convincing
really good work anyway
Edit: I mean in real life
How does the ice material work, is there displacement involved?
Adding some sparkles to the snow should be relatively easy - just add some low-sampled reflections
(used the snow shaders in a pic i just uploaded called "Dead Scout" check it out)
without seeing both sets of shaders under consistent lighting and angle, its hard to say which might be actually better as the conditions are different in each image.
I like the first one better, it has that freezing feel.
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