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Merge pull request #7340 from Calinou/volumetric-fog-noisetexture3d
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@@ -165,6 +165,13 @@ To create a vector field attractor, add a new child node to your scene and selec
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from the list of available nodes. You can animate the attractor's position or attach it to a
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moving node for more dynamic effects.
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.. tip::
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If you don't have external tools to create vector field textures, you can use
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a NoiseTexture3D with a Color Ramp attached as a vector field texture. The
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Color Ramp can be modified to adjust how much each coordinate is affected by
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the vector field.
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.. figure:: img/particle_attractor_vector.webp
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:alt: Vector field attractor in a field of particles
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@@ -217,6 +217,40 @@ the following properties in FogMaterial:
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You can import any image as a 3D texture by
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:ref:`changing its import type in the Import dock <doc_importing_images_changing_import_type>`.
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Using 3D noise density textures
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Since Godot 4.1, there is a NoiseTexture3D resource that can be used to
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procedurally generate 3D noise. This is well-suited to FogMaterial density
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textures, which can result in more detailed fog effects:
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.. figure:: img/volumetric_fog_fog_material_density_texture.webp
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:alt: FogMaterial comparison (without and with density texture)
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Screenshot taken with **Volume Size** project setting set to 192 to make
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high-frequency detail more visible in the fog.
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To do so, select the **Density Texture** property and choose **New NoiseTexture3D**.
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Edit this NoiseTexture3D by clicking it, then click **Noise** at the bottom of the
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NoiseTexture3D properties and choose **New FastNoiseLite**. Adjust the noise texture's
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width, height and depth according to your fog volume's dimensions.
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To improve performance, it's recommended to use low texture sizes (64×64×64 or lower),
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as high-frequency detail is difficult to notice in a FogVolume. If you wish to represent
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more detailed density variations, you will need to increase
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**Rendering > Environment > Volumetric Fog > Volume Size** in the project settings,
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which has a performance cost.
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.. note::
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NoiseTexture3D's **Color Ramp** affects FogMaterial density textures, but
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since only the texture's red channel is sampled, only the color ramp's red
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channel will affect the resulting density.
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However, using a color ramp will *not* tint the fog volume according to the
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texture. You would need to use a custom shader that reads a Texture3D to
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achieve this.
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Custom FogVolume shaders
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------------------------
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