Episode #467 from 1:17:05
Volumetric fog
This is blowing my mind. This is so fun. What about fog? You mentioned fog. How do you even do fog? You mentioned Unreal, so the first version had fog. Yeah, it was a funny thing. This graphics hardware company had just started up in Finland and they released a screenshot of what their GPU was doing, and they showed a scene filled with volumetric fog. They had a foggy room with some light sources in it. When that happens in the real world, what you see are glows around the lights as the light brightens the fog around it, but the brightening of the fog diminishes over time because the fog absorbs some lighting. The further you get away from the light, the more fall off there is. We have a bunch of colored lights overlapping together in a space like that. The effect is just absolutely magical, like being out on a foggy light with street lamps above. It's something that's surreal and looked just beautiful. I was like, "Oh my God, they figured out how to do real-time volumetric fog. I have to figure it out myself." That was another 30-hour coding session.
Why this moment matters
This is blowing my mind. This is so fun. What about fog? You mentioned fog. How do you even do fog? You mentioned Unreal, so the first version had fog. Yeah, it was a funny thing. This graphics hardware company had just started up in Finland and they released a screenshot of what their GPU was doing, and they showed a scene filled with volumetric fog. They had a foggy room with some light sources in it. When that happens in the real world, what you see are glows around the lights as the light brightens the fog around it, but the brightening of the fog diminishes over time because the fog absorbs some lighting. The further you get away from the light, the more fall off there is. We have a bunch of colored lights overlapping together in a space like that. The effect is just absolutely magical, like being out on a foggy light with street lamps above. It's something that's surreal and looked just beautiful. I was like, "Oh my God, they figured out how to do real-time volumetric fog. I have to figure it out myself." That was another 30-hour coding session.