Do you have any ideas what kind of technique could be used when creating a below style golf hole visualization but in 3D?
I have been making flyover videos for golf course, see video below. In this case I have modeled the whole golf course but now I would like to model only individual holes. Anyway, in this type visualization I would need to have some sort of fog or blur that would cover the background because the camera is moving high in the air and there is no geometry to fill the background. Naturally in 2D visualizations this can be done with mask and blur.
Thanks for suggestions I will need to check these out! Naturally one challenging thing about depth of field is that golf holes can be 500m long but quite narrow. Therefore, you should be able to see quite deep but the view should be limited in the sides.
Vignetting is something totally new to me and I am not 100% if I understand how it works. Anyway, when searching in internet about vignetting I already found one interesting example (UE4) that could work in my case, even though I am not sure how vignetting is implemented in this image.
vignetting is generally done through an “image effect” using a specific fragment shader
check docs for “fragment shader examples” and you’ll see it
in your case, instead of drawing a dark rim around the image, you could just tell the fragment shader to blend the image over the color of your choice (using an alpha channel or not).
the UE4 image you show also could be done with a transparent terrain layer tough, or a partially transparent mesh where the object are placed.
Ah yeah could be. Then the best thing to start with is to find some kind of fog of war shader or solution and modify it as it almost does the exact thing as in the 2d pic.
Like speculated above the idea would be to be able to “cut the terrain” from certain parts of the terrain. For example if I have Unity 500m x 500m terrain I would like to be able show only the red part of the terrain and the rest would be blurred or somehow not visible (with fog or something).
I am just hobbyist with Unity so I have not been able to find any possible solutions yet. Anyway, these vignetting and fog of war kind solutions look really promising so I will need to study these.
I am still strugling with this same challnege to have smooth transition between geometry and sky. Currently I have tried to solve this by using solid background color as sky (in camera setting) and using cylinder as “terrain” fading into the sky, see below pictures.
I am getting this to work if I use pure white as background/sky color and cylinder color. But, I would really like to use this kind of cool grey/blue color for the sky as they are using in this game Besiege. When I try to do this I can’t get the cylinder color and sky color macth. Do you have any tips what kind of shader or setup I should use to get this working? I would assume that it woud be easy to match the color of cylinder and sky but somehow I am not able to do this.