If, by chance, there are any fans of Morrowind here, there are shaders for the OpenMW source port that add volumetric fog and the game becomes absolutely stunning with them. I'm sure that was what the original developers intended but couldn't achieve with the computers of the age.
This is pretty cool, and also seems pretty accessible for a “graphics thing.” Just a little calculus.
It would be kind of neat to have an example of a physical situation that produces each of the example functions (although I’m sure that isn’t always possible).
Can the effect of multiple fog emitters reasonably be modeled as the sum of their outputs? I guess for high densities, probably not (eventually the air will get saturated), but for low densities, probably yes…
Rendered at 21:06:10 GMT+0000 (Coordinated Universal Time) with Vercel.
Volumetric fog has a special place in my heart.
It would be kind of neat to have an example of a physical situation that produces each of the example functions (although I’m sure that isn’t always possible).
Can the effect of multiple fog emitters reasonably be modeled as the sum of their outputs? I guess for high densities, probably not (eventually the air will get saturated), but for low densities, probably yes…