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Patchy, layered fog?

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Quote:
Original post by freakchild
Does anyone know of a good algorithm or technique for implementing patchy, layered fog on the current generation of hardware?


You could look into volumetric rendering (specifically volumetric fog). One of the more common ways to render volumes is by rendering a group of textured geometry to fake the volume. Generally textured quads are arranged in such a way that it appears to be a large volume. To make things look more realistic, you could animate the textures or treat each textured quad as a particle. Alot of games do something similar to this for rendering clouds.

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