[rendering] Fog-like particle systems feed the volumetric fog (heuristic: density from the particles' contents) #1003
Labels
No labels
amd
avatars
bug
builder
cannot-reproduce
crash
epic
feature
from-viewer
gl-removal
known-limitation
monitoring
parity
perf
platform
priority
critical
priority
high
priority
low
priority
medium
provenance
rendering
rt
status
in-progress
status
testing
status
up-next
triage
ui
upstream
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
sky_line/Slipstream#1003
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Creators build fog, mist, smoke, steam and dust out of particle systems: many large, soft, low-alpha billboards. Rendered as billboards they show the usual problems -- hard intersections with geometry and terrain, sorting pops, flat camera-facing sheets, no shadowing or light scattering, and heavy overdraw. With the volumetric fog on (
RenderVKVolumetricFog) we already have a lit, shadowed participating medium; these systems should be able to become part of it.Idea
Classify particle systems as fog-like by a heuristic, and inject them into the volumetric fog's density volume, with density and colour taken from what the particles actually contain. Then fade or drop their billboards.
Heuristic inputs (per system, not per particle; hysteresis so a system doesn't flip)
Density and colour from contents
Render
Settings
A master toggle (off by default until tuned), plus a strength multiplier and the classification threshold, exposed for testing.
Test scenes: fog / steam / smoke particle builds, campfires (smoke converts, flame cores stay), waterfalls' mist, dust in sunbeams (should gain shadowed light shafts).
Design agreed with the owner (2026-10-24):
Classification: per particle system on the CPU from LLPartSysData (deterministic, reclassified when the system changes).
Owner requirement: REAL density. Fog-machine billowing clouds that follow the emitter speed and direction and spread out and fade the way the particles do. Froxel injection alone is too thin. So: