UE5: Understanding ExponentialHeightFog and Local Height Fog Properties
ExponentialHeightFog
Description: A type of fog that simulates atmospheric effects, particularly at different heights in your scene.
- Fog Density: Controls how thick the fog appears. Higher density means the fog is denser and more opaque. Increasing fog density can make distant objects in your scene appear more obscured or hazy.
- Fog Height Falloff: A steeper falloff makes the fog thicker near the ground and thinner higher up, creating a realistic atmospheric effect.
- Fog Inscattering Color: Choosing a warm inscattering color (a color of light that goes through a medium like fog, air, water, etc.) can give the impression of a sunset or sunrise effect in the fog.
- Sky Atmosphere Ambient Contribution Color Scale: Adjusts how much the sky’s color influences the fog’s appearance. Increasing this scale can make the fog take on more of the color of the sky, like a blue hue during the day.
- Fog Max Opacity: Sets the maximum opacity (or thickness) of the fog. Increasing this value makes the fog denser and more difficult to see through.
- Start Distance: Specifies the distance from the camera at which the fog begins. Setting a shorter start distance means the fog starts closer to the player.
- Fog Cutoff Distance: Defines the distance at which the fog completely obscures/hides objects. Objects beyond the fog cutoff distance will not be visible due to the dense fog.
- Inscattering Color Cubemap: Provides a texture that influences the color of the light scattering (light that goes through a medium like fog, air, water, etc.) through the fog.
- Inscattering Color Cubemap Angle: Adjusts the angle at which the inscattering cubemap affects the fog.
- Inscattering Texture Tint: Applying a blue tint to the inscattering texture can give the atmosphere a cooler or more serene appearance.
- Fully Directional Inscattering Color Distance: If you set a longer distance, it means that the inscattering color effect will be visible across a larger area in the scene.
- Non Directional Inscattering Color Distance: Adjusting this distance controls how far non-directional inscattering color affects the atmosphere’s appearance.
- Directional Inscattering Exponent: Defines the intensity or strength of directional inscattering color. Increasing the exponent value amplifies the effect of directional inscattering, making the scattered light more pronounced.
- Directional Inscattering Distance: A longer distance setting means the directional inscattering effect will be visible across a larger area of the scene.
- Directional Inscattering Color: Sets the color of light that is scattered in a specific direction (like sunlight through fog).
- Volumetric Fog: Refers to a technique where fog is rendered volumetrically, meaning it has depth and can interact with light.
- Scattering Distribution: Determines how light scatters or spreads within the fog volume.
- Albedo: Represents the diffuse reflectivity of a surface, affecting how much light it absorbs or reflects. A surface with a high albedo reflects more light and appears brighter compared to a surface with low albedo.
- Emissive: Refers to surfaces or materials that emit light themselves, independent of external light sources.
- Extinction Scale: Controls how quickly light is absorbed or scattered as it travels through the fog or medium. Increasing extinction scale makes the fog denser and more opaque, absorbing light over shorter distances.
- View Distance: Sets the maximum distance at which objects affected by atmospheric effects.
- Start Distance: The distance from the camera at which the atmospheric effect (like fog or haze) begins to appear. Objects beyond this distance will start to be affected by the atmospheric effect.
- Near Fade In Distance: This determines the distance from the camera within which the atmospheric effect gradually becomes more noticeable or opaque. It controls how quickly the atmospheric effect fades in as you approach objects within this distance.
- Static Lighting Scattering Intensity: Adjusts the intensity of scattering effects in statically lit scenes. Increasing scattering intensity enhances the visibility and realism of static lighting in foggy environments.
- LOD: Detail Mode: Controls the level of detail for rendering atmospheric effects based on distance from the camera.
Local Height Fog
- Fog Height Offset: Increasing the Fog Height Offset moves the fog higher up from the ground, while decreasing it brings the fog closer to the ground.
- Fog Radial Attenuation: This determines how the density of the fog changes as you move away from its center. It’s like how sound fades as you move farther from its source. Increasing Radial Attenuation makes the fog thicker closer to its center and thinner towards its edges.
- Fog Sort Priority: This setting defines the order in which different fog effects are rendered in relation to other elements in your scene. It determines the layering of fog effects, especially when multiple fog volumes overlap.
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Final Words
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