- In this video, we're going to take a look at creating the snow texture inside
of Octane. So the first thing that we'll do is select the ground.
And we'll just double check in the Object Manager there to make sure we have it
selected. And then we can copy that and we'll paste it into a new scene.
And we don't need to copy those. Okay, so there we go. We have the snow.
Now, let's go ahead and take a look at our Octane material here.
If we take a look at the Diffuse material, we have an option for the medium as well
as transmission, which will give us the opportunity to use Subsurface Scattering.
But if we are trying to use something like a glossy material, which is going to have
a reflection on it, then you will need to actually mix these two materials together.
So to do that, we will also create an Octane mix material. And let's just call
this the Snow. This first one here will be the Snow Gloss. And we can make a
duplicate of that, which will be the Snow Diffuse. So with the snow diffuse,
let's just make sure that we set that to a diffuse material, and the gloss is set to
a glossy material. Then we can go to the mix material, and we will drag the snow
gloss in and the snow diffuse. So this is ready to apply to our object now.
To do that, we'll make a duplicate of the snow ground, and this is the one that's
applied to our object. So we will just copy the mix material on top of the snow
ground. We can then go up to Octane and we'll bring up the Live Viewer,
and we can start that. And again, we need some sort of light in our scene,
so we can add in a daylight. And let's just rotate that down a little bit so that
we're getting some shadows and light and different effects cast in here.
Okay, so now we want to start setting up the material. We will open the Material
Editor for the mix material, which is our snow material, and then we'll open the
Node Editor. With the Node Editor opened, you can see that we now have a node for
the mix material, for the gloss, and for the diffuse. In the mix,
we have a simple slider that is going to blend between the diffuse at zero and then
the glossy at 100%. Anything in between is just a direct blend between the two of
those. What we can do, though, is actually take advantage of our falloff.
So we will add in a falloff node. And let's just set the mix so that it's only
showing the diffuse channel, and we can connect the falloff node to the diffuse
channel. Now, as we start adjusting the parameters for this, we're going to
essentially set up a map that will blend between the glossiness and the diffuse.
So we just want to try and find the settings that are going to give us more or
less the effect that we want. And in this case, stuff that is more or less facing
the camera, we want that to show more of the diffuse material,
whereas stuff that is kind of facing perpendicular will show more of a
reflection. Once we're happy with the falloff map, we can connect that to the
amount, and then we'll disconnect it from the diffuse. Next, we want to load in an
image texture to use for our diffuse, so we'll add in the Image Texture node.
And then we will open up the snow bump displacement and then click on Open.
We can then connect this to the diffuse input on both of these materials.
Now, you can see that this is a little extreme for snow, so we're going to add in
the Color Correction node. And after the color correction, we'll just make sure
that that's being connected to both materials. We can then adjust the gamma so
that we're getting a little bit of color variation with an overall brighter sort of
image. The next thing that we want to do here is add in the image textures for the
normal map as well as the bump. Now, the bump is a little bit of a cheat just
because we're going to take the color correction and we will apply that to the
bump channel of both materials. If we only apply it to the bump channel of one
material such as the diffuse, when we overlay the glossiness,
there won't be any effect from the bump on this glossy material,
which means we do need to link it to both. Next, we're going to go to an image
texture, and let's set this to the snow normals. And then we will connect that to
the normal channel of both materials. Again, this is for the exact same reason
that we did with the bump. Now, for the snow, what we want to do is go into our
roughness and start increasing that a bit. And that's what's really going to give us
that nice bright sun reflection on the surface of the snow, pretty much like what
we would expect from a nice snowy terrain. If we want to, we can also try connecting
in an image map to the roughness of this just to break that up a little bit and
give it some extra variation. Now, the next thing that we want to tackle here is
adding in the subsurface effect to the diffuse. And to do that,
we're just going to start by disconnecting the falloff so that we're only seeing the
contribution from the diffuse material. And the first thing that we need to do is
go to the Material Transmission tab, and we're going to increase this all the way
to one. We can adjust the color as well, but really we just want to make sure that
we're getting white here. Now, to modulate the transmission, we're going to use the
medium. So we will add in the scattering medium and connect that to the medium
input. We then need to connect in the RGB spectrums here, so we'll add in one and
duplicate that, and then connect that to the absorption and to the scattering.
Now, if you go in and try and adjust the density on the scattering medium,
you're going to see that nothing changes in the Live Viewer. And that's because to
see any effect from the medium, you have to be using the path tracer.
So we can switch to that and you can see that this is a lot brighter now.
If we adjust the density, it's going to decrease the amount of effect from the
medium. And then we can go into our absorption and we can set that to a blue
color to give it that nice icy sort of scattering. And then we can also use the
scattering. If we set that to be darker, it's going to keep more of the diffuse
texture in there. So maybe we want a nice blend between the two.
Once we're happy with that, we can reconnect the falloff, and we now have our
glossy snow with a nice subtle subsurface scattering effect. So, at this point,
we can close the Live Viewer. And then when we bring this into the new scene,
we want to make sure that we're bringing in all three of these materials.
So select all three and then copy, go back to our project file and paste those in.
Now, we want to make sure that we are replacing the snow ground with the mix
material. That way, everything gets applied to the ground for us.
So just as a recap, with this video, we learned how use the Mix Material to blend
two different materials together inside of Octane. At this point,
it's a good idea to save your project, and then you can feel free to move on to the