Merge pull request #7340 from Calinou/volumetric-fog-noisetexture3d

This commit is contained in:
Max Hilbrunner
2023-05-18 13:34:08 +02:00
committed by GitHub
3 changed files with 41 additions and 0 deletions

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@@ -165,6 +165,13 @@ To create a vector field attractor, add a new child node to your scene and selec
from the list of available nodes. You can animate the attractor's position or attach it to a
moving node for more dynamic effects.
.. tip::
If you don't have external tools to create vector field textures, you can use
a NoiseTexture3D with a Color Ramp attached as a vector field texture. The
Color Ramp can be modified to adjust how much each coordinate is affected by
the vector field.
.. figure:: img/particle_attractor_vector.webp
:alt: Vector field attractor in a field of particles

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@@ -217,6 +217,40 @@ the following properties in FogMaterial:
You can import any image as a 3D texture by
:ref:`changing its import type in the Import dock <doc_importing_images_changing_import_type>`.
Using 3D noise density textures
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Since Godot 4.1, there is a NoiseTexture3D resource that can be used to
procedurally generate 3D noise. This is well-suited to FogMaterial density
textures, which can result in more detailed fog effects:
.. figure:: img/volumetric_fog_fog_material_density_texture.webp
:alt: FogMaterial comparison (without and with density texture)
Screenshot taken with **Volume Size** project setting set to 192 to make
high-frequency detail more visible in the fog.
To do so, select the **Density Texture** property and choose **New NoiseTexture3D**.
Edit this NoiseTexture3D by clicking it, then click **Noise** at the bottom of the
NoiseTexture3D properties and choose **New FastNoiseLite**. Adjust the noise texture's
width, height and depth according to your fog volume's dimensions.
To improve performance, it's recommended to use low texture sizes (64×64×64 or lower),
as high-frequency detail is difficult to notice in a FogVolume. If you wish to represent
more detailed density variations, you will need to increase
**Rendering > Environment > Volumetric Fog > Volume Size** in the project settings,
which has a performance cost.
.. note::
NoiseTexture3D's **Color Ramp** affects FogMaterial density textures, but
since only the texture's red channel is sampled, only the color ramp's red
channel will affect the resulting density.
However, using a color ramp will *not* tint the fog volume according to the
texture. You would need to use a custom shader that reads a Texture3D to
achieve this.
Custom FogVolume shaders
------------------------