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User avatar   Experienced Modder Experienced ModderMember since: 25.02.2006, 03:44Posts: 537Location: UK, Oxford Likes: 0
 

 Post Topic: Fading a FogVolume
PostPosted 17.12.2007, 03:44 
This hasn't been covered in any great length before - so I'm curious what (if any) ways there are of dynamically working with a FogVolume (Entities -> Render -> FogVolume). Getting it to be foggy works well enough, but I'm not having a lot of luck getting it to do anything else for me. Ideally, I could get it to fade in or out for my mod. I've also seen a dev say that this can be achieved with a Fog entity, but I've not been able to elicit any effect from that one at all - the FogVolume at least works.

There are several FG handles that the FogVolume entity can contribute to a FlowGraph. There are Hide and Show which work as expected, toggling it on and off. Then there are 'Time' and 'Value' entries (Float) which, for all my fiddling about, seem to make no difference to anything. Finally, there is a boolean 'Fade' input which does nothing as far as I can tell either.

If anyone can shed further light into the workings of this entity I would be rather grateful.


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  Uber Modder Uber ModderMember since: 18.01.2010, 23:11Posts: 1730 Likes: 0
 

 Post Topic:
PostPosted 18.03.2011, 20:38 
Hello, i'am bumping this thread to know if someone succees to make work the other fogvolume node option !?

I tried it out too without success.

thanks.
User avatar   Trained Modder Trained ModderMember since: 06.09.2008, 02:53Posts: 205Location: Kansas, U.S. Likes: 0
 

 Post Topic:
PostPosted 19.03.2011, 22:50 
to fake it you could try making a whole bunch of really thin fog volumes, then have them pop in one at a time at intervals and maybe add some particles in to help cover up popping a little bit


User avatar   Database Support Database SupportMember since: 31.01.2010, 15:32Posts: 458Location: Germany Likes: 0
 

 Post Topic:
PostPosted 19.03.2011, 23:21 
you could also try to move the fogvolume out of the ground by fg or trackview to "fake" a fading.


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  Uber Modder Uber ModderMember since: 18.01.2010, 23:11Posts: 1730 Likes: 0
 

 Post Topic:
PostPosted 20.03.2011, 01:04 
Oh you can move a fog volume, didnt had the idea to try move it with FG ( since i really HATE use trackview )
Will try that even if that wasnt my question :p but guess it will ok for what i wanna do.

Mean that the node only work for enable and disable the fog i guess ? :/
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9506Location: Finland Likes: 39
 

 Post Topic:
PostPosted 21.03.2011, 13:43 
Pretty much, yeah... I've had no success with anything else than moving the FogVolume in TrackView or Flow Graph - if you set the FogVolume in an angle relative to the ground, you can have a pretty convincing "build up" for the fog by slowly moving it up from below the terrain. :)
User avatar   Trainee TraineeMember since: 01.12.2007, 23:45Posts: 198Location: America Likes: 0
 

 Post Topic:
PostPosted 21.03.2011, 14:30 
Here is a sample of my flowgraph used in my z28 level. I have it pulsing big to small.
User avatar   24/7 Modder 24/7 ModderMember since: 16.06.2008, 22:11Posts: 4306Location: Oulu, Finland Likes: 2
 

 Post Topic:
PostPosted 21.03.2011, 14:36 
GlobalDensity of FogVolume can be controlled with "Entity:SetProperty", as it seems.


Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
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User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9506Location: Finland Likes: 39
 

 Post Topic:
PostPosted 21.03.2011, 14:50 
Quote:
Originally posted by Talvipakkanen
GlobalDensity of FogVolume can be controlled with "Entity:SetProperty", as it seems.


Hey that's a clever one, I remember thinking about considering to test something like this a while ago, but never got around to it. :P
  Uber Modder Uber ModderMember since: 18.01.2010, 23:11Posts: 1730 Likes: 0
 

 Post Topic:
PostPosted 21.03.2011, 15:00 
oH ! That is a pretty nice new Talvipakkanen ! I never think use that node.

And thats perfect for what i wanna do.

Awesome you save me somes trick with Vec3 to move somes Volumes with player distance to fake Shadow xD

Because from that

Image

Getting that with distance

Image

its totaly ugly.

thanks =) and thanks too Ace Mcgee, but guess changing globalDensity will more feet to what i need =)

EDIT: yeah as far as i remember Talvipakkanen always give smart advise / solution =p


Last edited by wootwoots on 21.03.2011, 15:11, edited 2 times in total.