How has the “pile” been made?
You could:
-Put a very small noise on the pile and use a displacement (with SubD displacement in the material)
-Make the pile a volume and use a volume shader on it to give it a bit more depth
-Add sub surface scattering which would allow more light to penetrate through a little – sand grains are usually translucent so the top layer will let light pass and reflect back out.
– do an xpresso and Thinking Particle sim to build a pile of sand (time consuming and memory intensive)
– use a third party plug in to do a fluid simulation and then apply particles and geometry to the backed sim (sand is just a chunky stubborn fluid)
– use a very small cell noise shader and put the noise in the reflectance channel. This will add sparkle and life to the sand – add this to the deformation idea above and it has promise!
– populate a “hard” cone shaped object with thinking particles on the surface only and that will give you the little grains and you can have it “shift” with gravity or a pushapart on a voronoi fracture every once in a while to add life.