Great looking fog

Hi,

I’m making a game where fog is going to play a major role. I’m looking to have an effect similar to this:

The fog will need to animate, whisp, roll and be all lovely and volumetric. However, the player is going to be “in the middle” of this fog and does not require to move through it. They will be able to look around 360degrees at this fog all around them. Behind the fog I want blackness, similar to the pic. As the game progresses, areas of this fog will open up to reveal an image/movie/objects (shown via the treehouse in the pic). This will act as the level select in the game. The player can then select that image to transport to it.

Now I’m not sure the best approach to achieve this. From my understanding it could be a animated textures, particles, shader or a combination of the 3. What would you suggest? Would you be willing to collaborate with me to achieve this? I would pay for your help and work.

Many thanks

An effect similar to Chris Albeluhn’s UDK fog (3rd video from top) would be about right: http://www.chrisalbeluhn.com/UDK_Mist_Fog_Tutorial.html

Bump! Is there no one that can help me with this?

What is your target platform? A procedurally generated animated perlin noise can give quite convincing fog effect, but I fear it would be quite slow on mobile.

Ok super, thanks Dolkar. We are targeting both PC and tablet. However, the ‘fog’ part of the game will be it’s own scene that doesn’t contain many other assets (think Assassins Creed’s loading area fog section). Do you think this animated perlin noise could therefore be applicable? Do you know of any examples?

I suppose you should be fine then. For examples, just google for perlin noise. It’s quite common. There’s even an implementation in Unity: http://dl.dropboxusercontent.com/u/9289442/WebPlayer/WebPlayer.html With a bit of tweaking, I was able to get some really nice fog-like animation out of it.

Cool. You’re right, I too achieved something half decent using the Perlin noise generator. I may have a play around with this and see if I can create my own implementation. Thanks Dolkar for pointing this out :slight_smile: