Naughty Alien Posted December 16, 2009 Share Posted December 16, 2009 ..hi guys..right now, im slowly converting my stuff to 2.3 .. also im playing a bit with framewerk so I wanted to ask something about distance fog..so, if I do this fw.renderer.SetDistanceFog(1) fw.renderer.SetDistanceFogRange(Vec2(0, 10)) I guess every object within range 0-10 should be visible, while objects with distance bigger than 10 should be invisible because of fog?? So far, as i can see, fog doesnt behave on that way..am I missing some parameters here ? Quote Link to comment Share on other sites More sharing options...
Canardia Posted December 16, 2009 Share Posted December 16, 2009 If you want no fog from 0-10 meters, then you should use Vec2(10,100). The distance between the values only means how rapidly the fog density should grow from 0% to 100% fog. You need also to set the FogColor, and control the translucency of the fog with the alpha value. Then there is also a FogAngle command, which sets how far the fog should raise above the horizon. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Naughty Alien Posted December 16, 2009 Author Share Posted December 16, 2009 ..ahh..i see..thanks Lumooja..now it makes sense..and works too .. one questions about this 'layers' exposed in framework..layers are actually, how i can see from source, specific worlds used for rendering? therefore, i should use them to switch between worlds i have to load in geometry or particles , etc? Quote Link to comment Share on other sites More sharing options...
macklebee Posted December 16, 2009 Share Posted December 16, 2009 ..ahh..i see..thanks Lumooja..now it makes sense..and works too .. one questions about this 'layers' exposed in framework..layers are actually, how i can see from source, specific worlds used for rendering? therefore, i should use them to switch between worlds i have to load in geometry or particles , etc? i am not sure if i am following you but here are the three worlds used in framewerk (fw): fw.main.world fw.transparency.world fw.background.world as for emitters... if you just place one in the editor scene then load the scene into a framewerk bmx program you should see it... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Naughty Alien Posted December 16, 2009 Author Share Posted December 16, 2009 ..hi macklebee...im not using editor..actually im just familiarizing myself with 2.3 trough framework since i never used it, so i can adopt my stuff easier after i see how everything works..basically I was asking about layers because it seems they are worlds so i wanna throw my particles(heat haze, or ice blocks with animated melting refraction, etc) on to proper place later..so I just wanted to see how its done in framewerk.. ..so far i am VERY happy what i see, especially speed wise..its way faster than 2.23 I used before..nice so far.. Quote Link to comment Share on other sites More sharing options...
macklebee Posted December 16, 2009 Share Posted December 16, 2009 you should take a look at the firepit example model that comes with the Editor... has heat haze and fire built in via lua script... makes all of these things basically a part of a object now that gets created when loaded... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Pixel Perfect Posted December 16, 2009 Share Posted December 16, 2009 one questions about this 'layers' exposed in framework..layers are actually, how i can see from source, specific worlds used for rendering? therefore, i should use them to switch between worlds i have to load in geometry or particles , etc? Yes, thats basically correct. You need to switch between the rendering worlds when you add your various objects such as emitters etc. I don't know what the BMax equivalent is (I'm sure its very similar) but I'm using the framewerk in C++ and would add an emitter as follows: // Set transparent world m_pFramewerk->GetTransparency().SetWorld(); // Emitter code .... .... // Set main world m_pFramewerk->GetMain().SetWorld(); Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
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