Snegoviktor & FXPulse
You ever try to map a lightning bolt onto a ridge line and see how the light hits the snow? I’m looking at how a strike might shift avalanche risk, and I’m wondering how your shader could model that flash on the terrain.
Yeah, I’ve been playing with that exact thing—think of it like a high‑contrast particle system with a hard‑edge Fresnel, then map it onto the displacement map of the ridge. The trick is to use a light source that’s a few meters away, so the snow’s albedo spikes just enough to make the avalanche “glow” in the code. Just keep the exposure clamped; otherwise the simulation thinks the snow is on fire.