Polysnow for 3ds Max: Building Procedural Snow Cover

Polysnow generated editable snow cover in 3ds Max using particle-based previews, painting, merging and baking tools.

Archive republication: This article was originally published on 19 August 2020. It has been translated into English and lightly updated for clarity while preserving the original reporting and context.

This article originally appeared in DP 02 : 2019.

The Polysnow plug-in for 3ds Max was published at the end of 2018 by the user batuha nozer52 on the CGTrader platform – – and can be easily found via the search function. After purchase, the tool is installed in 3ds Max using drag-and-drop. If fixed plug-in folders in the system are already connected to 3ds Max, the script file can be stored in them.

For the sake of simplicity, the tool window is called up via a keyboard shortcut, which must be assigned in advance. The user can expect an intuitive user interface with a manageable number of setting options. There is no danger of getting lost in the complexity. The function of this little helper is based on recognising underlying objects and using snow cover. A snowpack consists of a large number of particles that are used to define a volume that is covered with geometry.

The first snowpack

A geometry must be selected so that users can create a snow cover. As soon as a selection has been made, the “Create Snow Preview” button must be pressed in the Polysnow window. The object is immediately covered with a layer of snow. A loading bar has been placed above the button as visual feedback. Once the construction has been successfully completed, a window appears with information about the progress of the process – it would be commendable of the developer to make the window and its appearance optional. In terms of structure, the geometry is similar to the type of snow that is predestined for building snow families or creating cross-country skiing trails.

Users can determine the resolution of the geometry. The relevant global parameter increases or decreases the value for the particle size listed below – which can be adjusted manually, regardless of the global multiplier.

As a rule, the two values are sufficient to create snow covers that agencies can use to render numerous Christmas cards. If you want more detail, you can look further down in the window. In the Snow Paint area, a button can be used to apply additional snow to existing snow. You can either apply a small new layer of snow to the existing snow cover by pressing the “Create Snow Preview” button again or by using the “Snow Paint” function. Additional particles are applied to existing particles depending on factors such as the particle size.

However, the snow application looks less like an application, regardless of which method was used, and more like overlapping geometry. This is remedied by the “Merge Snow” function in the “Extras before Bake” field. The name of the function reveals another property of the tool. These are particles with attributes that enclose the geometry. Users can customise the appearance according to the available setting options. If satisfied, the snow covers can be baked. A state is generated that creates a polygonal object from the modular object. In short: All Polysnow functions are created as modifiers of the respective object on the basis of a blob mesh. By pressing the bake button, all layers are merged into one and converted into an editable mesh.

Live customisations

If users have any wishes regarding the appearance of the snow cover, they can check the “Live Parameters” field before baking. This contains four parameters for the appearance of the snow cover. The first parameter is the mesh resolution – the resolution of the geometry. The smaller the value, the greater the number of polygons. It is pleasing that the topology works with quads. This facilitates the later application of further modifiers. The particle size expands or rather thickens the snow surface. The tension, the surface tension, is in the value range between zero and one. The full surface tension creates a fresh snow cover like that of fresh snow. The lower the surface tension, the looser the snow appears – filled with moisture. The fourth way to make adjustments is via the relax parameter. The more relaxed the geometry should be, the higher the value, the softer the surface of the snow cover appears. The effect of wet snow can be intensified in conjunction with the particle size and resolution.

The adjustable values are rounded off by a handful of buttons. The five buttons are located in another section called “Extras before Bake”. The first way to give the snow more realism is to add more detail using the “Add Surface Detail” function. This adds two additional modifiers, the result of which is similar to 3D noise, but with two different grain sizes. However, users quickly obtain detail that improves the visual impression of snow.

The second function is called “Move Snow Up”. The selected snow object is moved slightly upwards, so to speak. This function is useful when working with thin layers of snow. The third function called “Edit Particles” is self-explanatory. Particles form the basis of the system. Users are given the opportunity to edit the particles. They can be moved or deleted in the event that the snow cover appears in places where snow is not conceivable or possible in the respective design.

The fourth function, “Merge Snow”, is exciting – it provides snow layers and snow details in a wide variety of designs. Users can place any number of layers of snow on objects, either by placing numerous layers of snow on top of each other or by using the paint snow function. The Merge Snow function comes into play to merge all individual snow objects into one and resolve overlapping geometry, similar to a Boolean operation of two solids.

If there are too many snow objects (particle objects) in larger scenes, which may not make sense for a build, users can use the “Scene Cleanup” function to have them cleaned up automatically. Nothing then stands in the way of the baking process and a static object can also be prepared for further steps or the final rendering at the touch of a button.

The final look

The snow has been prepared and users have to take care of the final appearance themselves. We are talking about the material or the material creation and assignment. With the large selection of renderers and material descriptions, it is obvious that this does not necessarily have to be incorporated into the Polysnow system.

For 19 US dollars, there is a fast and solid-looking tool for creating snow coverings that does not raise any major questions and does what it is supposed to do. It is also compatible with the latest version of 3ds Max. Material creation can be done just as easily. Since 3ds Max natively supports Substance Archive and Allegorithmic offers a free plug-in for Max, it makes sense to take a look at the Substance Share and Substance Source portals to get hold of a snow material free of charge or to purchase one created by experienced users for little money.