How to exclude some actor from the Fog ?

Hi,

In my current scene I’m using an Exponential Fog which works very well. However I would like to avoid its effects over my SkySphere. Is there a way to exclude an object or even a shader to be affected by the fog ? (Without having the use a translucent material of course.)

There’s no way to do this right now for opaque materials, since the fog is applied in a deferred pass and doesn’t know anything about the material receiving it. It is possible in an inefficient way for Atmosphere, there’s a material node that will compute Atmosphere contribution to a pixel, you can then subtract it out of the final color. This is inefficient because it computes the expensive Atmosphere calculation twice.

Note that in real life, height fog is applied to the sky that you see the same way as the distant mountains. Often skies that you render out of another program will have fog already built in, this is where the problem comes from as it ends up getting double fogged.

My idea here was to simulate an environment above the clouds. I wanted to have some panning clouds below the player ground level in the sky material. Unfortunately the Fog is hiding all of that. :slight_smile:

Looks like I will have to figure out something else.

Would it be possible to limit the maximum draw distance of the fog ? I tried doing a linear fog in a custom post-process doing this, but it was not convenient at all (color mismatch and over the bloom).

I am very curious to know if you found a solution to this problem as I am having the same issue. Custom Sky Sphere that looks REALLY funky at night with a thick white band across it. The fog inside the actual playing bounds of the level looks fantastic, but the effect is has on my sky ruins it immediately.

Unfortunately I didn’t have the time to look into this problem a bit more. So I don’t have any solutions.

Here I have attached two screens of the exact same level, just moving the camera slightly to the right where the skysphere is in view (not blocked by meshes and terrain). Freaking awful.

I’m still working this out… playing with the overwhelming amount of settings to find a tolerable work around.

I hope that is what you are looking for

http://puu.sh/yNOHN/d22a7a27ef.jpg

Original message :

(Without having the use a translucent material of course.)

You can chanYou can change the material used in the sky ball to translucent and set the opacity to 1ge the material used in the sky ball to translucent and set the opacity to 1