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

Fog Color

The color of the fog. If a projection map is used, this is multiplied by the map.

Fog Density

How thick the fog appears

Attenuation

Falloff distance of the fog, from the source

ZMap Image

Image used to calculate shadows. Must be a Zpic, and is usually generated from the parent light.

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.

Sampling Spread

Spacing of the sampling. Non-zero will essentially blur the Z or Proj maps.

Focal

Focal length of the projection. Should be the same as the focal length of the parent light.

Aperture

Equivalent to Focal. Should follow parent light.

Near Clipping

Near Clipping plane of projection.

Far Clipping

Far Clipping plane of projection.

Max Sample Steps

Maximum number of sample steps per ray. Essentially an upper limit to the Sampling Quality.

Jitter

Jitters the samples to avoid 'banding' artifacts.

Noise Type

Type of noise to be applied to the fog.

Noise Amount

Essentially mixes in the noise. 0 is no noise.

Noise Roughness

Controls noise’s rough or smooth appearance.

Noise Attenuation

Controls falloff of the noise. Higher is less noise

Noise Frequency

Controls the size of the noise. Higher is smaller

Noise Offset

Offsets the noise to simulate movement of the noise

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.

Fog in Shadow

Instead of 'normal' volumetrics will only put fog into shadow areas. Very cool!

Usages in other examples

Example name Example for