Patchy, layered fog?

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2 comments, last by Billr17 15 years, 5 months ago
Does anyone know of a good algorithm or technique for implementing patchy, layered fog on the current generation of hardware?
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Not sure what you mean by "patchy, layered fog"... can you provide an example of another game which does it so we can see what you mean?
My first suggestion would be soft particles or some kind of post process using depth and noise. I'm not very well versed in this area though.
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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