Difference between revisions of "Fog"

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Revision as of 04:43, 29 July 2014

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Fog

Objects in the RT3D scene become more and more the same color as they recede into the distance. This is similar to real fog, except that RT3D fog is a perfect gradient, whereas real fog usually has some wispy uneveness to it. Heavy fogging in RT3D is used to disguise the far clipping plane, as shown at right in the game Turok. In fact, you can see the polygons being clipped, just behind the monster's head. This fog isn't done well-- it should completely hide the clipping plane. Besides, heavy-fogging is generally looked down upon, because it shortens the distance you can see enemies.

In some of the newer engines, volume fog and ground fog are supported, where the fog is localized to a specific area, which is closer to the behavior of real fog.


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