So i've been working on volumetric fog in toolbag, and i have a couple of semi-functional implementations. the first is a bound box of fog that you can scale, move, rotate in your scene, and the other is a global fog that affects everything evenly. The first would be super useful for things like ground fog, or simulating…
Thank you for response. Your tool is excelent! Ragarding Spec Offset, if it will control micro-occlusion for both, this means we do not need Cavity Map then? And another question regarding detail maps: I understand you have detail normal and you can control Secondary Refelction, but do you have any plans to have detail…
making some progress on our volumetric fog. very very early right now, but fully transformable, with variable density, colour, and density types (linear/exponential/constant).
It's not the end of the world if you don't support it imo. I just think it's a better approach to be able to get up to that .16 base reflectivity for gems. I'm pretty sure that the EA guys have people writing shaders for Marmoset to match their engine anyway, so if you don't want to do it's not too big of a loss.
More chromatic aberrations weeee! Top three shots show how per channel adjustments can be used to fine tune the CA effect to your liking, essentially the same functionality as the lens correct filter in PS. Bottom shot shows how strength value can be pulled back for a subtle, reasonable, effect.
I could probably add that functionality in the form of a "curve" input value or something, where it adjusts the reflectance by pow(specular, curve); either that, or just keep it simple and have a "pow2 curve" checkbox which would match frostbyte exactly. the problem we have though, is that we're only aware that frostbyte…
You might want to allow us to choose between different mappings for this input that we can use for texture authoring. LaGarde and Rousier's paper on the Frostbite engine shows that they chose this mapping for their reflectance texture: f0 = 0.16 * reflectance * reflectance, which means that f0=0.04 if reflectance is 0.5…
The image below has ambient light from IBL affecting fog colour, this is going to be a scalar parameter so people can decide whether they want it or not, and to what degree it's affected. I'm working on direct light interaction with fog right now actually. The end goal is for the fog to react in a physically accurate way…