Albedo of fresh snow (#rrggbb, sRGB).
Relief of the blocks drawn on debris, in grid cells: debris blocks are about the size of the simulation's cells,
so where a column's particles disagree on Jp (chunks of compacted snow among fractured snow) each particle block
(buffers.state.z, e.g. Voronoi clusters assigned at emission; 0…255) is drawn at its own height. 0 off.
Surface samples per grid cell along x and z. 2 (one per particle spacing) is best: other values beat against the particle lattice. Fixed at construction.
Width of that blend, in grid cells, starting where the particle cover reaches full depth (~2.5 cells in from the walls).
Static snow depth just outside the domain, metres: the surface blends to it at the domain edge (0: bare ground).
Share of ~6 mm ice grains that glint (glossy, tilted facets catching the sun; faded with distance). 0 off.
Depth below which the cover thins out under the terrain, metres (a soft, patchy snow line rather than a seam).
Albedo of fully compacted snow (footprints, tracks, debris).
Plastic volume ratio Jp at which snow looks fully compacted (1 is fresh).
Roughness of fully compacted snow (smoother, a soft sheen).
Height of the faint wind texture (normal detail only, faded by distance), metres.
Roughness of fresh snow.
Light scattered through the snow (translucency; 0 off): lights faces turned from the sun, strongest at grazing light.
Colour of light that has travelled through snow (ice absorbs red: blue-cyan).
Settings of an MPMSnowSurface (plain JSON; everything but
detailis live throughset).