Game Development Community

Distance Fogging?

by Ken Johnston · in Torque 3D Professional · 03/26/2010 (9:36 am) · 18 replies

Has distance fogging been implemented in T3d? what i mean is an effect such as this one below

upload.wikimedia.org/wikipedia/commons/c/c5/CGfog.jpg
Ive been playing with the fogging options in the level info and havent been able to set up anything such as this, so I am wondering if this is an available option and how to enable it?

#1
03/26/2010 (10:31 am)
The fogging in T3D is kinda confusing (at least for people like me). To do distance fogging you'll have to have a LevelInfo object in your level. Under LevelInfo there should be a field called "Fog". Just play around with these values until you get what you want (note: requires PostFX).
#2
03/26/2010 (10:35 am)
yeah i have been playing around with the settings under level info for awhile now without good results, guess ill keep messing with it....
#3
03/26/2010 (11:00 am)
The fog color has an alpha value. That affects how strong your fog can be.
#4
03/26/2010 (11:05 am)
You can try this as an example (if you need it):
//Fog
      decalBias = "0.0015";
      fogColor = "0.498039 0.498039 0.498039 1";
      fogDensity = "0.5";
      fogDensityOffset = "5";
      fogAtmosphereHeight = "500";
#5
03/26/2010 (9:58 pm)
thanks that guys that did the trick, I was setting the offset too high...
#6
03/27/2010 (7:38 am)
Also watch out for FogAtmosphereHeight, I've been caught out before wondering what the hell is going on with funny results and then realised that my terrain wasn't at 0 height. Doh!
#7
03/27/2010 (12:19 pm)
So for a while now i've regretted moving Torque to a density based fog calculation from the distance based fog.

Any opinions on this?
#8
03/28/2010 (8:32 pm)
My confusion on why i couldnt get the fog to work as i was expecting was due to this i think, i didnt realize the adjustments which needed to be made to the density to get the look i was wanting. I may be just set in my ways but i perfered the old distance based fog style.
#9
03/29/2010 (7:26 am)
@Tom
It'd be nice if fog faded fully (0.0 - 1.0) from FogDensityOffset (0.0) to VisibleDistance (1.0).

It'd make life a lot easier trying to get the visibleDistance edge (when smaller than the full terrain/world size) covered in fog so you don't notice pop-in of objects as the camera moves.

So basically what Ken says above.

eg: FogStartDistance, FogEndDistance.
#10
03/29/2010 (8:06 am)
Exactly my own thoughts steve, just much more descriptive ....

and useful :), note to self be more descriptive....
#11
03/29/2010 (1:06 pm)
Agree with Steve too.
#12
03/30/2010 (12:04 am)
I have to agree with Steve.
#13
03/30/2010 (3:48 pm)
In the TGEA days we had a hack in our code that had a fogStartDist and fogEndDist.

We'll discuss this some internally and after 1.1 ships i'll look to make this change back towards distance based fog.
#14
03/30/2010 (6:15 pm)
You can't ask for more than that ...


.. except for a maek my gaem btuuon ;P
#15
03/31/2010 (1:43 pm)
How about a fog volume object that can be placed in the mission? It would be nice to render a room or just a low valley in fog.
#16
03/31/2010 (3:33 pm)
Agree with you Ryan. I would like to see volumetric fog in T3D.
#17
04/01/2010 (12:52 am)
Yeah, volumetric fog(clouds) is the best option here!
#18
04/01/2010 (5:52 am)
I think fog start+end and maybe being able to select between linear and quadratic attenuation modes would suffice.

Quote:
How about a fog volume object that can be placed in the mission? It would be nice to render a room or just a low valley in fog.
I've been thinking about this, and it shouldn't be too hard to implement using the PostEffect system. Basically do it the same way the original Unreal engine did, but in a shader.