FogStart (below zero) and FogTransparency

I tried to set FogStart in lighting to -1000, expecting it to fade the fog much more slowly/smoothly. But then, I remembered that FogStart doesn’t change anything below zero. :shocked:

Fogstart should be able to go below zero, to make the fog look a lot smoother.

I’d also like a FogTransparency property in Lighting. That would be pretty cool. It would definitely look better for some places, if the fog didn’t completely cover things. Instead, it could be used to make the color slightly tinted at a certain distance.

If we could make Fog more subtle, I think it’d be much more realistic.

FogStart and FogEnd are distances – distance can’t be negative. If you want it to fade really smoothly, then just bump out FogEnd more. The higher you make it, the smoother the fog transition will be.

The fog transparency is the same as how smooth it is, so I don’t see what you’re asking for there.

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[quote] FogStart and FogEnd are distances – distance can’t be negative. If you want it to fade really smoothly, then just bump out FogEnd more. The higher you make it, the smoother the fog transition will be.

The fog transparency is the same as how smooth it is, so I don’t see what you’re asking for there. [/quote]

Basically, with FogStart I want the fog to be drawn out more, and I don’t want to have to make the fog really far away to do that.

With FogTransparency, you could make the game have a reddish tint,
rather then covering the game in red completely (after a short or long distance.)
FogTransparency wouldn’t change the distance/smoothness at all. It would make all of the fog less opaque, no matter how far away the fog is.

Yes, both those suggestions would really help. I have often wanted to start the fog behind me but … well, I can’t do that so I have to settle for 0. Also, having the fog be partially transparent would be AWESOME.

One thing that I would like to add: If fog would blend into the sky instead of being a hard line that would make it WAY better as well.

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Yellow is camera, and grey is fog:

fog starts 50 studs away:

fog starts -50 studs away:

I don’t know what you two are going on about with the negative distance. The fog is enveloped around the camera spherically, so not only does it already start behind the player, but it also starts in front of the character at the same time.

Here:

Psst echo you linked the same image twice in your post

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"Psst echo you linked the same image twice in your post "
That was intentional. A radius 50 circle and a radius -50 circle are the same circle.

I see what you mean now about the negative fog start now though.

O ya and just sayin fog isn’t spherical, it’s a flat square in front of you that keeps facing you

Negative FogStart by itself is silly because at that point it’s like a general filter for brightness/hue like Ambient or a screengui. But when used in conjunction with FogTransparency, it can make for this effect you want:

FogTransparency is a hype suggestion on its own though

[quote] O ya and just sayin fog isn’t spherical, it’s a flat square in front of you that keeps facing you

FogStart by itself is silly because at that point it’s like a general filter for brightness/hue like Ambient or a screengui. But when used in conjunction with FogTransparency, it can make for this effect you want:

FogTransparency is a hype suggestion on its own though[/quote]

FogStart is useful for making big walls of fog which are impassable, obviously. :stuck_out_tongue:

negative fogstart by itself is silly*

fogstart is useful because I want to clearly see within 100 studs but then stuff 600 studs should be getting a bit hazy.

Uh. Negative distances are trivial to implement. Actually, they’re already implemented except where you aren’t allowed to set it to a negative number.
The expression:

if pixeldistance<fogstart then
 fogamount=0
elseif pixeldistance<fogend then
 fogamount=(pixeldistance-fogstart)/(fogend-fogstart)
else
 fogamount=1
end

is defined for any fogstart and fogend.

I’d also like to be able to customize the FogTransparency & other settings in water. I’d never make it completely opaque unless you’re in some murky swamp, or deep in the ocean.