FOG! ... ok, not that exciting. (updated)

So, I was bored… decided to make some fog… here are the results, and the files: (Note, give it like 20 seconds to get the full effect)

http://calibermengsk.com/games/unity/smallpacks/Volumetric.html - shows the fog over water
http://calibermengsk.com/games/unity/smallpacks/Volumetric2.html - shows the fog in trees

O-o Is there a way to start a particle effect like this so far into it? Cause it takes like 30 seconds for it to get to it’s full effect.

Oh, and here’s the fog package if anyone wants to use it. :slight_smile: I think it’s pretty good for one of my first particle effects. I just wish I had pro so I could have some shadows and see how it looks in there.

http://calibermengsk.com/games/unity/smallpacks/fog.rar

Let me know what you guys think, and is it useful to anyone for me to release small things such as this?

EDIT:
Has been updated

good job man
well done i like it :slight_smile:

Not bad.

  1. On the water I think I’d more likely see a flat unmoving mist than a fog, and your fog looks more like steam from boiling water. I don’t wanna skinny dip in that lake!

  2. Amongst the trees you have the trees blowing with a strong wind but the fog is moving very slowly. Also looks like you use additive shader? The far fog thus gets too bright. Fog gets denser not brighter. Maybe better with an alphablended gray puff?

I actually meant to ask about the tree/fog move speed thing, Is there a way to have particles affected by the “wind”? (I also have the breeze turned up too high anyway, but it’s still useful to know.)

I’ve already fixed them. Will be updating in a minute.

This is an important part of any particle system… enabling a “run-in” period before the scene starts.

As you notice, the fog has to ‘grow’ upon the scene loading. Similar problems with chimney smoke or ‘spray’ mist coming from a water fall.It really break the illusion having to watch all you particle systems “warm up”.

…anyone know if UT plans to revise their partilce systms?

http://unity3d.com/support/documentation/ScriptReference/ParticleEmitter.Simulate.html

lol - rtfm at me!

@Caliber Mengsk
Have you considered having a go at volumetric ‘patches’ of fog? If you make the assumption the camera will never enter (so, small patches of fog on the ground), then you could do a depth compare in the material used on the fog.

Could look really nice having pockets of fog around the forest scene.

the trees example might work even better with some Unity Fog effect added in. A multilayer approach kinda thing… :smile: But very nice overall

This is a great particle system, though it seems to have some kind of collider and my character keeps colliding with the fog, so I can’t move. Is anyone else seeing this, or is there some way of disabling this?

Looks okay. I assume this is particles?