Working on this ambient/fog for specified objects, not sure how to go about it

Legitimately did not know where to post this, so I posted it here since it will have relation to a game I’m constructing.

I’m creating an arena for my game, much based on this reference here:

The red circle in the image is the goal I’m trying to achieve. I’m trying to create a fog with only objects within the arena and not objects outside or anywhere else within the circle.

I’ve tampered with the Lighting properties with the FogEnd and it only solves that problem halfway… it only fogs up the entire environment, when I want it to only apply to specified objects.

I also tried creating a radial gradient on Adobe Illustrator, uploading that as an image, but it gives this ugly unnatural look to it.

Am I going to have to just enlarge the arena more to gain that effect? The arena is already 300x300/350x350 studs long, and I’m trying not to go larger than that. (Dummy at the bottom right for reference of the player size.)

Is this just an impossible effect to achieve? What can I do?

Have you tried layers of parts with really high transparency?


Here’s 64 neon parts at 0.99
looks a lot like the effect you’re going for, and is entirely limited to a specific area.

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Wish there was a more practical way to carry out this effect instead of pasting transparent parts 64 times, but I guess this will do. Thanks!

I’ve had a thought about this overnight…
You want there to only be haze below whatever map platform, right?

so why not just… have a script that increases the haze as the player looks down?

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This probably a Scripting Support question, but would this function work?

I’ve been digging through the API references and that seems to be a viable function I could try out. Unless you would have a theory that works better.

Scratch that, this function might be way more beneficial than the one I previously mentioned. Thanks for the idea, hoping to try and see how this goes.

Ye, this is 100% scripting support now.

but you can use the Y component of the camera’s lookvector to tell if it’s looking up or down.

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