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Matt Aufderheide

Volumetric fog

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I use a basic atmospheric scattering and fogging shader in my terrain renderer. It gives good results, but I am now trying to integrate volumetric density control. My first thought was to first do a pass rendering a series of stacked planes with noise textures on them. This would be used as a greyscale mask to control the fogging density in the final pass. It does work as hoped; however, the fact the this is not truly volumetric but a bunch of stacked planes is sometimes obvious when the camera looks forward; you can often see the spaces in the far distance. Other than trying various geometrical configurations for the planes, can anyone think of a better approach to generate a more volumetric fog mask? This is a realtime, deffered renderer in DirectX 9.

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Search for "soft particle", you could used the same approach to fade out your planes when touching the terrain surface

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Thanks, I'm familar with the method.. thats not so much the problem though, its that the planes cant be dense enough practially to give a good sense of volume... Although with some blurring tis looks ok.. its also kind of slow, so i use a very small target for this (64*64) because of all the overdraw. This then gives a bit of shimmering...

However, I have been considering 3D textures..

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