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This week I worked on fancy fog and added a day/night cycle.
The days won't be 15 seconds long in the final game, that's just for this video.
#screenshotsaturday #gamedev #godotengine
The night time fog color is about as dark as it can go without making it inconvenient to see things when wandering around, and the fog density is about as low as it can go while still hiding my sins (about 256 meters out I have no idea what texture anything is supposed to be). I could make it more dense during the day? Is there a reason night time fog should be less dense than day?
Also I think the glow when the moon sets doesn’t feel right. I’m not exactly sure what to do with that; I want it to use color variation to add depth, but the moon isn’t actually bright enough for all of that (except it really is 80% as bright as the sun because I want walking around at night not to be a hassle. Not that the fog actually needs to agree with the rest of the world about how bright the moon is).
What I’m seeing is that the ground with fog is brighter than the sky at night. That doesn’t seem right, usually the ground forms a silhouette against the night sky. One simple way to achieve that is to make the fog color darker than the sky color at night in your script that handles the day/night cycle in your environment node. Since there’s still contrast against the sky it should be possible to see far-off landmarks. If it gets too black, that’s why I recommend reducing fog density because that should help with the problem of seeing things that are far away. I also recommend turning off sun scatter in the same script when the sun is down, that’s really meant for strong directional lights that can shine through the fog and it won’t work well with the moon that can’t do that. Capiche?
If you feel comfortable sending me your project I can mess with it and see if I can come up with something I think looks better.
Thanks!
The night time fog color is about as dark as it can go without making it inconvenient to see things when wandering around, and the fog density is about as low as it can go while still hiding my sins (about 256 meters out I have no idea what texture anything is supposed to be). I could make it more dense during the day? Is there a reason night time fog should be less dense than day?
Also I think the glow when the moon sets doesn’t feel right. I’m not exactly sure what to do with that; I want it to use color variation to add depth, but the moon isn’t actually bright enough for all of that (except it really is 80% as bright as the sun because I want walking around at night not to be a hassle. Not that the fog actually needs to agree with the rest of the world about how bright the moon is).
What I’m seeing is that the ground with fog is brighter than the sky at night. That doesn’t seem right, usually the ground forms a silhouette against the night sky. One simple way to achieve that is to make the fog color darker than the sky color at night in your script that handles the day/night cycle in your environment node. Since there’s still contrast against the sky it should be possible to see far-off landmarks. If it gets too black, that’s why I recommend reducing fog density because that should help with the problem of seeing things that are far away. I also recommend turning off sun scatter in the same script when the sun is down, that’s really meant for strong directional lights that can shine through the fog and it won’t work well with the moon that can’t do that. Capiche?
If you feel comfortable sending me your project I can mess with it and see if I can come up with something I think looks better.