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Simulate underwater environment with fog
Posted: 18 April 2011 11:42 AM  
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As we all known, vega prime does not offer the environment underwater. now,I want to implement the underwater environment.
  First ,I want to simulate visibility with fog,but I don’t know how to use it correctly.It seems that vega prime has little concept about fog.Only a global fog envrionment worked.
I found the vsgr_fog program,but it’s a vsgr_program.
I’m using vp 2.2.
Who can tell me how to use fog?what’s the method you use to simulate underwater environment? Any help will be appreciated.

 
Posted: 05 May 2011 08:19 PM   [ # 1 ]  
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Help! Help!

 
Posted: 24 May 2011 05:15 PM   [ # 2 ]  
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The best way to control the fog at the Vega Prime layer (as opposed to the vsgr layer) is to use the control settings in the vpEnv panel. Depending upon how much you want to control, you might have to disable skylight (in the vpEnvGlobals panel) to then get more control over the fogging capabilities.

The colors and range are what can be used to fine tun the fog for your underwater look

 
Posted: 28 May 2011 09:58 AM   [ # 3 ]  
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Yes, the skylight must be disabled to disable shader in vpMarine module.I use the OpenGL extension GL_EXT_fog_coord to implement volumetric fog,but it seems to be the whole screen is filled with fog。Not the area underwater.It seems to be opengl does not support it.
Fog in vpEnv does not support negative parameters,so it can’t be render under water.
I want to use cg shader to implement volumetric fog,but little paper I had found.

steveo - 24 May 2011 05:15 PM

The best way to control the fog at the Vega Prime layer (as opposed to the vsgr layer) is to use the control settings in the vpEnv panel. Depending upon how much you want to control, you might have to disable skylight (in the vpEnvGlobals panel) to then get more control over the fogging capabilities.

The colors and range are what can be used to fine tun the fog for your underwater look