Tips and Techniques/Natural Phenomena/Snow

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Creating a realistic snowfall in Fusion is more tricky than it may seem at a glance. While the whole immense compositing power is at your fingertips to work with the sprites, the snow dynamics is a real challenge.

Compared to raindrops, snowflakes are much slower and more contrasty to the background, they live longer in the frame and the spectator has a much better chance to notice flaws in their behaviour.


  • The main forces which affect snow motion are wind, gravity and turbulence. For the first two you can use pDirectionalForce, but with turbulence it's more complicated.
The problem of the standard pTurbulence tool is that you can't adjust the temporal frequency and the resulting trajectories are jerky. This is especially noticeable if you are creating a slow snow.
The only way to solve this is to apply pCustomForce which uses three FastNoise textures as a XYZ-velocity map (see the pCustomTurbulence setup).
  • Another important feature of snow is that every snowflake is unique and the different shapes react differently to the applied forces. So, snowflakes don't move smoothly in a common flow, each of them has its own, secondary dynamics.
Such secondary fluctuations can be simulated with an additional pCustomForce. The noise function in the expressions should be based on particle id.
  • As snowflakes are pretty small objects, you can simulate the depth of field effect using the pQuickDOF macro. In this case the sprite image should resemble a bokeh shape rather than a snowflake.
If the DOF is deep and the focal plane is far away, you can create an additional emission only for the defocused particles close to the camera.
Similarly, if you deal with a macro shot (shallow DOF), you can use emission with sharp snowflakes as sprites near the focal plane and separate additional emissions with the pQuickDOF and bokeh-shaped particles for the defocused areas.



Gregory Chalenko
www.compositing.tv