Desperately looking for fog alternatives

Howdy! I currently am working on a hangout game that takes place underwater. I really want to have a good underwater atmosphere, this video is a good reference for the style of fog:

I have come across many issues, but the biggest is FOG. I can not figure out any solution for this problem, and I doubt anyone else can tbh.

I have tried everything, I am willing to compromise on losing some features but certain things would ruin the look of the build.

  • I can’t use atmosphere to generate fog, since that would cause the interior to be super foggy and ruin the look of the interior
  • I can’t use particles or transparent parts, since glass is a shader, all particles, transparent parts/meshes, or other glass material parts become invisible.

Literally any help is appreciated at this point, im at my wits end. I just don’t think its possible in roblox at this point in time, especially without shader support.

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Bit confused on what you’re looking for. Is the issue you’re experiencing fog being indoors?

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I have to admit I’m a bit confused here.
If you want a better alternative for fog, use Atmosphere. Find a sky. I do not happen to know how you will find one, but you should for Atmosphere to work.

Then just start playing with the given values until it feels right.
Haze
Glare
Density
HazeColor
GlareColor

For the given example I’d go with:

Haze: 1
Glare: 1
Density: 0.25 to 0.35 seems fine
HazeColor: Go for greenish
GlareColor: Go for a sea green

More into atmosphere:

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Yeah this is exactly the issue if I use atmosphere for the fog. I need to have fog outside but keep it clear inside.
Editing original post to be more clear

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Have you found a solution to this? im having the same problem

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You said you’re underwater. Water transparency and color probably would affect this more than some effect when you’re underwater. That first video looks great anyways.

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that’s not their game tho

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Sadly not, I thought about trying to make some convoluted system with a spheroid mesh that is transparent and then “slicing” the mesh to cut out parts in a hitbox styled area if they are indoors. Honestly way too complex for the simple benefit of not having fog indoors.

If you have a game that has outdoor fog, I would either just deal with it being indoors also, or design the map with windows only being visible in small areas that don’t have long hallways. Then you can turn the fog on and off when they are next to the window.

why not just use a zone system that if you are inside, turns off the fog?