VEX Z-Map Fog
shader
A fast volumetric light shader.
A fast volumetric light shader. Uses a Zmap image from a light to calculate shadows. Generally most useful when used in a fog object that is the child of the light it is associated with.
Parameters
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Fog Color |
The color of the fog. If a projection map is used, this is multiplied by the map. |
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Fog Density |
How thick the fog appears |
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Attenuation |
Falloff distance of the fog, from the source |
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ZMap Image |
Image used to calculate shadows. Must be a Zpic, and is usually generated from the parent light. |
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Projection Map |
An image to project 'through' the fog. Any colors in the image will streak through the fog. |
|
Sampling Quality |
Higher is slower but better. |
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Sampling Spread |
Spacing of the sampling. Non-zero will essentially blur the Z or Proj maps. |
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Focal |
Focal length of the projection. Should be the same as the focal length of the parent light. |
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Aperture |
Equivalent to Focal. Should follow parent light. |
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Near Clipping |
Near Clipping plane of projection. |
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Far Clipping |
Far Clipping plane of projection. |
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Max Sample Steps |
Maximum number of sample steps per ray. Essentially an upper limit to the Sampling Quality. |
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Jitter |
Jitters the samples to avoid 'banding' artifacts. |
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Noise Type |
Type of noise to be applied to the fog. |
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Noise Amount |
Essentially mixes in the noise. 0 is no noise. |
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Noise Roughness |
Controls noise’s rough or smooth appearance. |
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Noise Attenuation |
Controls falloff of the noise. Higher is less noise |
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Noise Frequency |
Controls the size of the noise. Higher is smaller |
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Noise Offset |
Offsets the noise to simulate movement of the noise |
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Noise Space |
Normally World space. If set to Fog space, the noise will streak through the fog from the source and will move with 'with' the fog if animated. |
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Fog in Shadow |
Instead of 'normal' volumetrics will only put fog into shadow areas. Very cool! |
Usages in other examples
| Example name | Example for |
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