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@@ -1,7 +1,7 @@
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.. _doc_volumetric_fog:
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-Volumetric fog
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-==============
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+Volumetric fog and fog volumes
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+==============================
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.. note::
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@@ -35,24 +35,21 @@ resource, you can edit the following properties:
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the lowest density you want to have globally. FogVolumes can be used to add to
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or subtract from this density in specific areas. A value of ``0.0`` disables
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global volumetric fog while allowing FogVolumes to display volumetric fog in
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- specific areas. Fog rendering is exponential as in real life. This means fog
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- will never *fully* obscure objects regardless of distance.
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-- **Albedo:** The Color of the volumetric fog when interacting with lights. This
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- multiplies lights' color within the volumetric fog. Mist and fog have an
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- albedo close to white (``Color(1, 1, 1, 1)``) while smoke has a darker albedo.
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- This does not affect fog color within FogVolumes.
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+ specific areas. Fog rendering is exponential as in real life.
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+- **Albedo:** The Color of the volumetric fog when interacting with lights. Mist
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+ and fog have an albedo close to white (``Color(1, 1, 1, 1)``) while smoke
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+ has a darker albedo.
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- **Emission:** The emitted light from the volumetric fog. Even with emission,
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volumetric fog will not cast light onto other surfaces. Emission is useful to
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establish an ambient color. As the volumetric fog effect uses
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single-scattering only, fog tends to need a little bit of emission to soften
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- the harsh shadows. This does not affect fog color within FogVolumes.
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+ the harsh shadows.
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- **Emission Energy:** The brightness of the emitted light from the volumetric
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- fog. This does not affect fog color within FogVolumes.
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+ fog.
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- **GI Inject:** Scales the strength of Global Illumination used in the
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volumetric fog's albedo color. A value of ``0.0`` means that Global
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Illumination will not impact the volumetric fog. This has a small performance
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- cost when set above ``0.0``. FogVolumes do not display injected GI regardless
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- of their albedo color.
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+ cost when set above ``0.0``.
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- **Anisotropy:** The direction of scattered light as it goes through the
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volumetric fog. A value close to ``1.0`` means almost all light is scattered
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forward. A value close to ``0.0`` means light is scattered equally in all
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