I'm trying to make a nighttime blizzard snowstorm scene with particles and wind, but I'm currently having trouble getting the particle material to render in a realistic way.
I followed this tutorial: https://www.youtube.com/watch?v=IShp0PSLBOA&t=1s
My scene is set up so that there is a point light source to the upper left of the camera. The snow on the upper left side of the image seems correct, but the snow that is closer to the ground is completely dark, which isn't realistic.
The material the person in the tutorial creates noticeably doesn't have a diffuse component, which is probably why the particles are darkened towards the direction of the light source, however I have tried to implement a diffuse component of this material with little success.
In short I'm trying to make the snow cluster material:
-Diffusely reflect the light source
-Translucently interact with the light source (transmit light through the material when the light source is behind the object)
-Have a transparency component that gives the snow clusters soft edges
When I change the world color, the darkened areas of the snow clusters change to match it. However, the scene I am making must take place at night for it to make sense in the game I am making.
So is it possible to achieve the look I am trying to get?
[EDIT] I have an update.
I managed to get both Diffuse and Translucent effects on opposite sides of each snow particle with the following configuration:
However there is still the issue of shading on the snow particles as shown below:
Snow particles generally don't have obvious shading on them like this. Is there a way to control how much shading is rendered on the material? I've tried using emission but the correct configuration evades me.