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Feature Request Volumetric Fog Exclusion Volumes

Discussion in 'High Definition Render Pipeline' started by HG_SB, Oct 7, 2021.

  1. HG_SB

    HG_SB

    Joined:
    Dec 9, 2015
    Posts:
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    It would be great to be able to place volumes in a scene create cutouts for volumetric fogs.
    E.g. if you have a foggy street and there is a house with an open door, you do not want to have fog inside the house and placing multiple fog volumes just to exclude small areas may not be a realistic alternative depending on your scene setup.
     
    lacas8282 likes this.
  2. Ruchir

    Ruchir

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    931
    Bump
     
  3. kripto289

    kripto289

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    499
    You can do something like that (as a temporary solution) and in the center you can place your home
    upload_2021-10-7_15-49-52.png
     
  4. HG_SB

    HG_SB

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    Currently we have to decide between either doing that or just having the fog in there and trying to hide it.
    Having exclusion/cutout volumes would greatly improve the setup workflow and maintainability of larger scenes.
     
  5. HIBIKI_entertainment

    HIBIKI_entertainment

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    I actually see your point.

    You could use the fade distances to work this a little better as well as the custom blends selection it give you a slightly closer require ment to what you need.

    The only other thing, is since volumes are additive you could have a smaller local fog volume in front of your door, masking any particular nasties of the through look you're going for.
    By the sounds of it though you probably want even more finite control than that.
     
  6. Ruchir

    Ruchir

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    This kind of setup is hard to manage especially if it's a big enough level or procedurally generated.

    Say we use something like Gaia or any prefab placer to populate level with houses(or house like structure) and we want a global fog and as you guessed not inside the structure, well you can't expect anyone to place every single fog volume required by hand to avoid adding fog inside a house.

    It's just not feasible currently, we need a layer-based system for this. Say we want a room filled with fog, which won't be possible if we just have a single layer system either. So, (ideally) it will be something like a CSG system to model the fog volume.
     
  7. HIBIKI_entertainment

    HIBIKI_entertainment

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    I hear you and yes unfortunately it does seem like no ease at scale.

    If you are using Gaia/ Gena then I recommend utilising the extensions system.
    Or even applying the density to the prefab level at door points controlling from there.
    CSG would be great, but that involves a lot on the source side.

    More tlc on the local fog volumes is certainly on the way.
     
  8. chap-unity

    chap-unity

    Unity Technologies

    Joined:
    Nov 4, 2019
    Posts:
    752
    You are totally right that it's a pain point and while there is some workaround, they are not really practical.
    We are aware of this and while I can't give you any timeframe, some improvements are currently being done to address this like being able to multiply instead of just "adding" !
     
  9. HIBIKI_entertainment

    HIBIKI_entertainment

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    Nice to have an update Chap, thanks.
     
  10. lacas8282

    lacas8282

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    Apr 25, 2015
    Posts:
    134
    Any news?
     
  11. HIBIKI_entertainment

    HIBIKI_entertainment

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    2022 LTS released in June 2023.
    All versions from then support Blending Modes on Local Fog Volumes.

    This post can be resolved and closed now.
     
    lacas8282, nehvaleem and chap-unity like this.