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Lib.render.shading.SetFog
Thomas Mann edited this page Sep 5, 2025
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Adds fog to the incoming scene.
ProTip: If large meshes (for example a "quadmesh" as a ground plane) are not properly obscured by the fog, one possible reason could be that the tessellation is not high enough.
Useful combinations [ColorGradeDepth]. An operator that allows objects far away from the camera to be colored differently than close objects.
Also see [SetEnvironment] and [DepthBufferAsGrayScale]
| Name (Relevancy & Type) | Description |
|---|---|
| Command (Command) | - |
| Distance (Single) | Defines how far away from the view the fog starts to appear. |
| Bias (Single) | Defines the thickness and gradations of the fog. A lower bias creates thin fog. Meaning that the distance between the beginning of the fog until it becomes dense is very long. A high bias creates dense fog. The area in which it completely obscures the view is only a short distance behind the area in which it begins. |
| Color (Vector4) | Defines the color of the fog. Tip: you can use the alpha channel to fade out fog color impact. |
| Name | Type |
|---|---|
| Output | T3.Core.DataTypes.Command |
⚠ Everything else is automatically generated and will be overwritten regularly.