Fog + HDR = ???


Dwin
06-26-2007, 10:37 PM
Okay, this is interesting. Fog in a map + an HDR sky (with fog enabled for the sky) results in this:



Glowing fog???

Anyone know how to fix this, or get around this nasty effect, if at all possible?

nave
06-26-2007, 11:05 PM
HDR doesn't care what's what when it applies itself. The fog that you used in that image is a really light color and caused it to become blown out. The fog's end distance is too near and it's too light of a color.

You're best figuring it out in game. The console commands are:

sv_cheats
fog_override
fog_color
fog_end
fog_start

Dwin
06-27-2007, 07:34 AM
Well I know what the fog properties are. I did make the map.

Thanks. :)

Dustin Diamond
06-27-2007, 04:17 PM
no no, he means figuring out a good fog color, distance, etc. You can adjust the fog realtime in the map. Mess around with it a bit until you get settings that work well with the HDR, etc. Then go back in Hammer and put in those new values.

Colonel_Krust
06-28-2007, 03:34 AM
over exposed.

Dwin
06-28-2007, 10:09 AM
no no, he means figuring out a good fog color, distance, etc. You can adjust the fog realtime in the map. Mess around with it a bit until you get settings that work well with the HDR, etc. Then go back in Hammer and put in those new values.

Oh, I didn't know that! Thanks.

I already fixed it anyway, mostly. There's still a bit of glow from HDR that creates a seam, but it doesn't make sense to have HDR and dense fog at the same time anyway.

nave
06-28-2007, 01:46 PM
Oh, I didn't know that! Thanks.

I already fixed it anyway, mostly. There's still a bit of glow from HDR that creates a seam, but it doesn't make sense to have HDR and dense fog at the same time anyway.

Are you sure HDR is creating the seam? I would imagine that it's with or without HDR because that looks like a fog that's too bright and doesn't correspond with skybox... which is more common than not with custom maps.

HDR is simulation of the natural phenomenon of your pupil restricting the amount of light that enters your eye to protect your retina. When your pupil is dilated, any "relatively" bright light source will cause more light to reach your retina than if you were to allow your pupil to constrict. That is ALWAYS happening. Though, you're right it would be less distinct in a foggy environment... but when we have an engine that can capture these subtleties then you gotta have support for it. :P

Dwin
06-28-2007, 09:44 PM
Well, the simulation in Source isn't perfect. In my game, I can look straight without moving my view, and the light will continually get brighter, then darker, then brighter again, and darker again, etc., despite having no reason to "compensate" for light levels.

As for the fog, I matched it's colour to the "base" colour of the skybox, so that it blends seamlessly. Though if you look at it from certain angles, it does not. I just guessed that it was the HDR that was still slightly illuminating the fog, though I have not tested it yet.

Is there any way to get that "wall of fog" effect as in Goldsource?

nave
06-29-2007, 03:34 AM
As for the fog, I matched it's colour to the "base" colour of the skybox, so that it blends seamlessly. Though if you look at it from certain angles, it does not. I just guessed that it was the HDR that was still slightly illuminating the fog, though I have not tested it yet.

The "base" of the skybox isn't all the same color. There's no way to get that effect perfectly unless you create a skybox that's all the same color. It looks alright, but kind of flat (since fog in real life is brighter in the direction of the sun). With any skybox where you can see clouds and **** in the sky you're best off not having the fog_end within sight, because it makes no sense.

Sources fog isn't volumetric... it's just color overlay depending on distance. Not much to do with it.

Dwin
06-29-2007, 09:00 AM
Yes, it's not perfect, but if there's a better way to make it look good, I'd like to know .

Also, disabling HDR did help, as it was illuminating the edges of the fog.

summit
06-29-2007, 10:25 PM
It isn't volumetric? Why is it so chuggy then? Compare that to older games implementation of fog and Source's runs poorly.

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