CompuServe Thread

#FOG

6 messages in this thread
#86900From: M. G. BATCHELORFeb 26, 1994 4:00 PM
Thanks a lot for the IPAS3 interactive description. PMJI to G. Teegarden's request/comments w/r/t fog: >>Actually Gary, what I mean is the ability for the fog to assume the colors of the backround. For instance, when we set up our scenes in LightWave, we create a gradient backround, and turn on Backdrop Fog. The fog then assumes it's colors It's a feature that as far as I know is unique to LightWave.. COMMENT: Topas does this as well. Also, you can define BG color first, but use a bitmap in the scene, and the BG color will still be used for the fog. In other words, e.g., you could have a sky BG bitmap, select/match color to the bitmap for defining your BG color, and the fog will appear to match your bitmap BG actually used in the scene. Did that make any sense ??<g> I'm amending this to the wishlist regarding this subject if this didn't occur "naturally". >>Another nice thing would be to have your gradient backround be based on a sort of world coordinate. In other words, suppose you have a gradient that goes from light at the top to dark at the bottom. Make it so that the when the camers looks up, the gradient is light, and when it looks down, it goes dark. COMMENT: I second that one big-time. I ran into that very need/problem fooling around with my fish.zip test anim.. Actually, now that I think about it, you could do this with a simple 3D procedural gradient mapped to a cube or whatever enclosing your scene. Thinking back further….I actually faked something similar to this in another program once by taking rectangles mapped with transparency and noise/turbulence-derived "fog", and simply stacking more or less rectangles near each other in the scene to fake the more/less density of the fog w/r/t world space….then I flew through it. This was a space scene, not an underwater scene, and I haven't tried it in 3DS before, but…….what's the difference ? <g>
#86935From: John TissavaryFeb 26, 1994 6:41 PM
Gradient fog, which I am using in an underwater extravaganza myself <g>, is an actual "block" of fog, where the coordinates are world defined. You specify where it starts and ends, and the gradient is applied. This way stuff can emerge from a blanket of fog. When the camera moves up or down, or rotates up or down, it will see thicker or thinner fog, depending on how you set it up.
#86956From: M. G. BATCHELORFeb 26, 1994 7:52 PM
Didn't like my fog rectangles kludge, huh ? <BG> It actually worked pretty good —– HONESTLY !
#86978From: John TissavaryFeb 26, 1994 10:43 PM
Actually, I've used mapped, transparent planes as part of an atmospheric effect, too. But I usually don't pass through the planes. Layered fog is a pretty cool underwater effect, and the camera can travel through it no problem.
#87439From: M. G. BATCHELORFeb 28, 1994 6:58 PM
In what I was describing, I actually wanted to pass through layers of varying density fog (gas clouds in space). Have to dig out "the book" and look up layered fog, as I can't remember ever using it. Will try it out soon.
#87011From: Yost GroupFeb 26, 1994 11:37 PM
Interesting technique, Bill.