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Ice 2023 (WIP)

This years Ice project I'm using the incoming geometry method for parallax and using vertex color and surface snow to break up the tiling.
Update: Ice and snow are now separate materials on the same mesh and the user can vertex paint a thin layer and a thick of snow broken up with 1 texture using the RGBA channels. In future the blue channel will be used to spawn trees with geometry nodes only on thick parts of snow.
Parallax has been improved using 8 layers increasing depth with each iteration with the 9th using white noise

Shader Passes: Diffuse | Specular | Subsurface

Shader Passes: Diffuse | Specular | Subsurface

Clay

Clay

Texture Breakdown: Albedo | Roughness | Specular Level | Normal | Height | Ambient Occlusion | Subsurface | Subsurface Color

Texture Breakdown: Albedo | Roughness | Specular Level | Normal | Height | Ambient Occlusion | Subsurface | Subsurface Color

Mater Graph Ice and Snow: Ice vertex blended with Snow and mask output for Snow Gilts

Mater Graph Ice and Snow: Ice vertex blended with Snow and mask output for Snow Gilts

V1 Render

V1 Render