Open Cop46 opened 4 weeks ago
I think the simplest solution would be to have a fog boost slider for the lights, so you can place a spotlight with volumetric enabled and boost the fog amount for just that spotlight. Or do you need something different?
The idea is to use the "localized" fog to simulate dust with window or other effect. Maybe a boost value for light can be the best solution, I haven't thinked about that before.
Do you think with boost this is possible to reproduce something similir to this image ?
Yes, this is how I imagined it too.
Check out the commit above, it adds a slider for each light, this can add fog to the volumetric light independently from the weather fog settings.
That appear to be working well with a small amount of fog density and boost, this is perfect ! And for the path tracer this is possible or too complicated for the moment ? Thank.
Real volumetric fog for the path tracing is too complicated, for now I don't want to spend time on it. But maybe adding the existing volumetric fog on top of the path tracing result can be more easily added, but that will only appear for primary ray, not reflections and other things.
Yes only in the first ray this is better than nothing :)
Check out the commit above, adds the volumetric lights for path tracing as described above. They are not path traced, but rasterized, they use the shadow maps with ray marching. They are not visible in reflections, light bounces or path traced depth of field.
Excellent, that work like a charm ! Thank for your great work :)
I don't know if this is planned or not but that would be awesome to add localized volumetric fog. If this is possible in rasteriser and pathtracer too ?
Maybe with a function in renderPath like SetLocalizedVolumetricFogEnabled( bool enable); And in "weathers ?" or new "component ?" something like AddLocalizedVolumetricFog(XMFLOAT3 centerOfBox, XMFLOAT3 sizeOfBox)