Snowify - Generates snow meshes for your props [RELEASED]

SNOWIFY is a tool that allows you to generate thick layers of snow on your props.
The snow meshes are automatically unwrapped and textured.
You have complete control over the snow’s thickness, angle, material, and various other settings.

This is an Editor Extension, you create the snow using the Snowify Window in the editor,
once created, these snow meshes will just be like any other gameobject in the scene.

>>> Get it on the Asset Store <<<

Works on Unity Free and Pro Version.

https://vimeo.com/59590817




If you have any questions, comments or suggestions, please feel free to let me know.

Hi steven,

Sounds cool !

How the snow is made ? Additionnal triangles ?

Could you show us more with a demo if possible or a video ?

wow cool is this suitable for mobile ?

is the snow batched? drawcalls?

Yes, additional triangles: the snow are seperate meshes.
This tool is an editor extension, so the snow is created using the Snowify-window in the editor (not at runtime).
Once created, the snow will just be like any other mesh in the scene.

Since it’s an editor extension, I can’t really make a usefull demo for it, I could make a video for it, but it would just be me pressing a button and then ‘poof’ there is snow. (well that’s not entirely true, I could show all the different settings and parameters)
Alright, I’'ll see what I can do to make it all more clear what exactly it does and how it all works.

Yes, perfectly suitable for mobile.

The snow are separate meshes, 1 snow mesh for each source mesh.
By default they will all have the same material, so they should work perfectly together with static batching.
Which reminds me, right now the snow gameobject static flags aren’t set, maybe they should be set automatically. I’ll change that, but for now you would just have to set the snow’s static flags manually and they should work correctly with unity’s built in static batching.

Really a good thought, just want to see a webplayer how snow actual looks

Could you make an option that it will only cover an object from a certain height?

I’m trying to cover a mesh terrain in snow and it covers the whole mesh and I only want to have snow on the mountain tops.

Furthermore I would love to see an option that keeps al snowyfied items in a list and tho should enable to quickly mess with the parameters.

and can you implement an undo :slight_smile:
Thanks

I’m making a demonstration movie that shows what it all does and how to use it, should be finished tomorrow.
I’ll upload it here then.

I’ve also been making some improvements and fixed a bug.
So I’ll be releasing an update soon (version 1.1).
It will probably be available next week.

Done :slight_smile:
Expect it in the next update.

I’ve been thinking about making some kind of controller/manager script to keep in the scene or attach to objects,
but I don’t really know what would work best.
I’ll think about it some more.

I made a clip to demonstrate what it does and how to use it:

https://vimeo.com/59590817

It also show a couple of new features in version 1.1

>>> Version 1.1 now available on the Asset Store <<<
Changes:

Bug Fixes:

  • In rare cases snow meshes had holes in them, now fixed.
  • Empty snow meshes are now discarded.

New Features:

  • Subdivisions: The snow mesh can be subdivided for more accurate results.
  • Smoothing: The snow mesh can be smoothed for a more natural look.
  • Close Bottom: the open bottom of the snow meshes can now be capped.
  • Only High Snow: A minimum height can be set below which there will be no snow.
  • Static Flags: the snow’s static flags can now be set.

Cool new updates! and I will look forward to be able to edit all the snow after creation, thanks for the continued support!

I’m adding a new feature: a save and a load button,
that allows you to save the current snowmeshes (temporarily, it’s all gone when you close the snowify window or load a scene),
so you can then change some values, create new snowmeshes, and then load the old snowmeshes quickly (pressing the load button again will load the newest one again).

So that way you can quickly compare without having to regenerate the snowmeshes.

It only keeps one save for each snowmesh, but it keeps track of which snowmesh it is.
So you basically can have 1 backup for each snowmesh in the scene.

Is that more or less what you had in mind?

By the look of the blue tree shot in the OP it seems the mesh can be created with a wind factor. Is this correct?

Yes,
you can set the direction in which the snow falls.

If you want to know more, check out the video I posted here,
it shows all the current features and how to use it.

>>> Version 1.2 now available on the Asset Store <<<

New Features:

  • Save Load: Temporarily backup snowmeshes in order to quickly swap and compare the results of different Snowify settings. (1 backup for each snowmesh)

  • Snowify Terrain Tool: a new separate tool that paints snow on a terrain (with similar settings as the Snowify tool).

https://vimeo.com/61963821

Cool! Can I get a video of the terrain snowify in action?

No clue how it’s done / how it looks in real time but those screenies look “damn cool”!

yes you can:

https://vimeo.com/61963821

Please ignore the fact that the terrain isn’t very good looking :), I had no usable terrain available when I made this video, so I just quickly made a new one.

thanks,
if you want more info, have a look at the video in the first post.

Saw the Videos, look good. Would it possible to have a WebPlayer Version to test out the performance.

Thanks.

thanks rocki.

sorry, no, there’s no webplayer version.

there are a couple of reasons why I haven’t made a webplayer version;
mostly because creating snow-meshes generally takes too much time to be used dynamically at runtime, depending on the settings and the original mesh, this can be anything between a couple of seconds and a couple of minutes.
Also, because it’s an editor extension, the interface is in the editor, so I would have to recreate the entire interface in the GUI.
And also, I’m not sure a webplayer version would be as fast as it would be when used in the editor.
So I don’t really see much use for making a webplayer version to test the performance.

However I do ofcourse understand you want to test it first.
and I was thinking; a webplayer version where you could upload your own meshes to test how the snowify-snow would look, that might be pretty usefull.
But that’s just an idea I have now, I’m not even sure that’s entirely possible.
So I’m not promising anything yet, but I might make a webplayer version. (don’t expect it all too soon though)

i’m interested, please reconsider doing webplayer. else it just sits on my list of things to possibly buy…

We ended up buying this to aid in making a snow level for our game. It works incredibly well and saved our level designer a ton of time; however, we did end up having to modify Snowify’s code to make it generate lightmap UVs. As is, the meshes generated by Snowify do not work with lightmapping. All things considered, this is well worth the purchase price.