snowFlaKe v3 i
ncludes Training Lessons & Project Screen Shots:
EcoSystem Randomization
- Deforestation
- Eco Material Variance
- Instance Seed
- + Eco Material Variance
- Instance Seed - Distribution
Animated Functions & Graphs
- TimeMorpher - Auto
- (Terrain & Material Animation)
- Animated Snow Cover
Dynamic Graphs & Animation
- Airplane velocity
- & switching track targets
- Air Turbulence & loose tracking
Numeric Filters
- Procedural Terrain Filtering
- using Advanced Zero Edges
- Advanced Material Alphas
- + Slope Distortion
Dynamics and Animation Controllers
Advanced Sphere Zone (Updated to v1.5)
Use a sphere object's position and size to control a spherical numeric volume within a terrain, material, or water function graph.
Multi-Condition
Activates boolean switches by outputting a numeric value of 1 when the number of required inputs are met or equal to the condition. Huge time saver for complex dynamics and node controls. Connection inputs can be controlled by dynamic requirements or direct connections to boolean number switches.
Time Cycle
Animation looper and repeater for the time input. Control animation with distance controls, time splines, loop limiter, and exit splines.
TimeMorpher
Advanced function animation controller with looping options and time splines.
Delays and time information are passed to additional Time Morphs for complex animations.
Outputs blender ratio for use with combiner nodes or dynamic switches.
TimeMorpher - Auto
Includes starting and end point inputs for quick setups of TimeMorpher morph chains.
Controls inputs and outputs for Color, Numbers, and Vectors.
[ TimeMorpher - Auto Additional ] (Container for single input controls)
- TimeMorpher – Auto Color | Morpher setup for color animation .
- TimeMorpher – Auto Numeric | Morpher setup for numeric or decomposed vector animation.
- TimeMorpher – Auto Vector | Morpher setup for vector animation.
- TimeMorpher – Auto Texture | Morpher setup for texture vector animation.
[ TimeMorpher - Auto - Morph Chains ] (Container for 5 step function keyframe morph setups)
Container for included morph chain setups. Pre-connected TimeMorpher morph chains. Includes a 5 step function keyframe morph for Color, Numbers, Vectors, & External Dependency Vectors.
Object Grid Controller
Controls position and size of objects relative to dependents sectional grid and sequence numbers. This node is part of the Scene Grid node group of sectional grid locked controllers.
Size = position snap (Updated to v2.0)
Snaps an object's position to a grid created by an object's size. Snap step amount per axis is definable. Updated for Vue 9 for automatic graph setups when duplicating objects by "copy & paste" methods.
Dynamic Camera Controllers
Camera Orbiter (Updated to v1.6)
Projects the camera's pivot location in front of the camera. Distance can be dynamically controlled by ground or object location, or fixed distances can be used. Includes an optional dynamic focal length and controller object. Any camera can be turned into an orbital camera.
[ ] CO - Pitch Switch
Controls camera orbiter's reverse pitch using the scale of a sphere. The spheres position is projected to
the camera's center, and pivot location. This node replaces prior dependents.
Scene Grid - Camera Batch Render
Breaks down scenes into an automated render by grid sequence. Locks top camera to each grid square, and uses an incredibly small focal amount to remove perspective. This tool has several child nodes for restricting material functions to selected grid sequences.
( See snowFlaKe v3 PDF manual for a more in-depth explanation. )
Dynamic Texture Controllers
Advanced Texture Controller
Matches texture coordinates and scale with a dependent object size and position vectors. Also scales and moves textures within the “sectional grid lock ( a.k.a. Scene grid )” and sequence numbers.
Object Texture Controller - Auto
Matches textures sizes and positions to any object in the scene. Texture map node is incorporated.
Parametric Texture Grid
Sectional grid lock and sequence batching for parametric materials. See scene grid for more information.
DESIGNING BRUSHES FROM FUNCTIONS
- Learn to edit fractals and create create brushes for any painting application.
- Set up numeric filters.
- Control function number outputs.
- Creating fast pure fractal renders.
- Edit renders for smooth edge brushes.
- Use photoshop masks and blending modes to customize brush creations.
- Import the image into ZBrush for use as an alpha brush.
Training Presented in:
- Vue 7.5 xStream
- Photoshop CS4 Extended
- zBrush 3
Material Color Operations
Color Mixer
Mixes colors relative to each color input's output range.
Color Shifter
Shifts Hue and Saturation values using a fractal input, overall shift produces realistic color shifts.
Color Mixer + Shifter
Combiner Color Shifter and Color Mixer nodes, with internal blending controls.
Color Map Improved
Color map with a built-in grayscale output.
2 Color Map Opacity Blender
Overlays one color map onto another using color map's internal opacity filters.
Numeric Filters for Material Functions
Pre-Color Controller
Adjustments for numeric links prior to controlling color generators, like color maps.
Pre-Color & Bump Controller
Adjustments for numeric links prior to controlling color generators, like color maps. Also controls bump outputs with customizable controls.
Environment Sensitive Numeric Filters for Material Functions
Slope Distortion
Distort slope ranges with a numeric input, with the ability to define how many degrees of the top and bottom are distorted.
Slope Distortion - Advanced
Adds several advanced controls to the slope distortion node.
Slope Shader Map
Material shading controller influenced by slope (or any numeric input). Designed to control diffuse, ambient and contrast outputs.
Terrain Filters
Advanced Zero Edges
Customizable area subtraction and distortion for procedural terrain functions. Very effective for creating islands, mountains, canyons, erosion, and more.
Equalize
Filter for quickly balancing numeric information.
Smooth Threshold
An advanced smooth threshold filter with an adjustable center for transition fall-offs and flat area filling. Includes built-in numeric range control and equalize filter.
Zero Edge Function
Adds zeroed edges within terrain functions.
EcoSystem Material Distribution
Deforestation
Varied boolean removal of leaf materials on ecosystems, includes variation scale adjustment and additional options. Connects between the transparency map texture and output.
Eco Material Variance
Allows boolean switching between ecosystem instances, can connect to three possible selections per material channel. Variation controls included. (Color Inputs)
[ ] Eco Material Variance - dependent
Connects to a primary Eco Material Variance node and controls three separate inputs using variables from the host. This node allows additional channels to be connected.
Eco Material Variance | Numeric
Allows boolean switching between ecosystem instances, can connect to three possible selections per material channel. Variation controls included. (Numeric Inputs)
[ ] Eco Material Variance | Numeric - dependent
Connects to a primary Eco Material Variance node and controls three separate inputs using variables from the host. This node allows additional channels to be connected.
EcoSystem Controllers
Eco Grow
Altitude dependent dynamic population growth, controlled by the positions of two external dependents.
Eco Instance Tilt
Tilts ecosystem instances toward the desired axis. Controls "maximum rotation" and "direction from surface" outputs of ecosystem material functions.
Instance Seed
Generates unique vector offset and origin coordinates for nearly every ecosystem instance.
Function and Graph Conversions
Brightness to color
Converts numeric information into gray-scale colors.
Example of usage: This conversion would allow the 2 and 3 color input nodes to generate or mix numeric information without clipping or limiting numeric input ranges.
Image Offset by Pixel
Converts the image offset values of texture maps to a per pixel amount.
Numeric Turbulence
Converts numeric inputs (fractals, noises, and textures) into vector turbulence nodes, with per axis multipliers.
Noise
Smooth Sparse Cracks
Sparse Cracks noise node that doesn't tear.






