Difference between revisions of "Fog"

From polycount
Jump to: navigation, search
m (1 revision)
(Moving content out of the overly-large Glossary page and back into individual pages)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
__NOTOC__
+
[[image:fog_turok.gif|left]] Fog makes objects become more and more the same color as they recede into the distance.
{{:[[OutOfDate]]}}
+
  
= Fog =
+
This is similar to real fog, except that game fog is a perfect gradient, whereas real fog usually has some wispy uneveness to it.
  
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 [[ClippingPlane|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.  
+
Heavy fogging in a game is used to disguise the far [[ClippingPlane|clipping plane]], as here 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, instead 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 [[Engine|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.
+
In some of the newer [[:Category:GameEngines|game 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.
 +
<br clear="all"/>
 
----
 
----
[[Category:Glossary]]
+
[[Category:Glossary]][[Category:Rendering]]

Latest revision as of 14:22, 17 March 2015

Fog turok.gif
Fog makes objects become more and more the same color as they recede into the distance.

This is similar to real fog, except that game fog is a perfect gradient, whereas real fog usually has some wispy uneveness to it.

Heavy fogging in a game is used to disguise the far clipping plane, as here 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, instead 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 game 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.


Personal tools
Namespaces

Variants
Actions
Navigation
Tools