So I’ve been struggling with fogs for a while now. I’ve always had this problem where whenever you look at the skybox, the fog seems clear and whenever you look downwards where parts and terrain are placed, the fog seems to be visible. Right after then you’re left with this line separating the sky and the ground like they’re not in the same world. Like there aren’t any transition at all. One example being:
The best solution I figure is adding an inverted spheroid mesh that surrounds the sky. This way, the fog will recognize it as a part, therefor fog will be applied leaving me with the transition I’m looking for. This is what I’m left with:
You may also use this method to have a clear colored sky. You just need to set the fog end to around 9000 studs. You’ll be left out with this results: https://gyazo.com/d8cdfda639a9ba86de59aa60c1a711a5
Disadvantages
The skybox will not be visible at all, no skybox cloud and skybox decorations will be visible for players to see. The sun will be visible as long as you applied sunrays into your game and adding transparency in the mesh for right around 0.011. The moon will not be visible, there’s no solution to fix this, your game will suffer a loss of stars and moon during night times.
This is a cool and creative way to get around this issue. Alternatively, you could also program (or weld, but that could get weird) the sphere to follow player location that way, in the case of extremely large maps or maps with teleports, you don’t end up having to reuse spheres or accidentally forget to add one.
I could be wrong, but can’t you just change the skybox to the same colour decal as your fog? I suppose it isn’t configurable on the fly, but if you’re just looking for a single solid colour for a foggy background, I’ve done it before and that works well.
I’ve used this method before, and unfortunately, I can’t say it’s the best!
I made a thread requesting help on this quite some time ago and I found that using a giant sphere actually causes extreme lag if the player moves their camera too quickly.
I did come up with an alternate solution using a BillboardGui that is lagless, however, and you may consider mentioning this.
Please remember that if you don’t give Roblox your use cases, they will never know / never address it. Make sure to file a feature request with whatever you need!