Fog

reviewedatmospherepost-processvolumetriclightingdepth-cue

Light being absorbed and scattered by a medium between camera and surface. Gives depth cues, mood, hides draw distance, and makes light shafts ("god rays") visible.

Core formula for all of them: final = surface * transmittance + inscattered_light, with transmittance = exp(-density * distance) (Beer–Lambert). The techniques differ in how much of the medium and lighting they actually evaluate.

A dim hall lit through side windows: froxel volumetric fog shows sun shafts slanting in and halos around an orange and a blue lampfull screen ↗

The baseline: height-fog medium with froxel volumetrics. Without fog: fog-none.

At a glance

Technique Looks like Cost Best for
Distance / height fog Uniform haze, thicker in valleys very low Every game, as the base layer
Fog cards Hand-placed wisps and layers low–med (overdraw) Art-directed local mist
Raymarched volumetric Light shafts, local fog volumes med–high Few hero lights, one camera
Froxel volumetric Shafts + haze from all lights, stable med (fixed) Many lights, multiple cameras

Distance / height fog

Exponential height fog: hill tops stay clear while the ground between them fades into a sky-coloured hazefull screen ↗ Linear distance fog on the same view: a flat grey wall that swallows the distant hills and the sky alikefull screen ↗

Height fog (top) vs. linear distance fog (bottom), same view. Without fog: fog-outdoor-none.

Fog cards

Soft noise cards of low mist drifting along the hall and between the hills, over light height fogfull screen ↗

Raymarched volumetric (screen space)

Raymarched volumetric fog in the hall: crisp sun shafts from each window, no light from the lamps in the airfull screen ↗

Froxel volumetric

Baseline

References