#Vibrant Visuals fog

1 messages · Page 1 of 1 (latest)

amber dust
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What is a more effect way to create a fog that works well in vibrant visuals? Currently any color from the fog is kind of lost for some reason, and the reduced view distance from it doesn't block out the sky. So on the overworld you get fog effects that make the ground very dark, and the sky absurdly bright. I don't know if there is a better way to achieve a vanilla look to it.

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Same spot in VV vs Fancy graphics

velvet zealot
amber dust
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Is this a file or somewhere in settings?

velvet zealot
amber dust
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Are you talking about the fog JSON and client_biome JSON? Because those are what I'm using

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Unless this is a different directory for VV configs

velvet zealot
amber dust
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I don't need to change it for all biomes, I just don't want the sky to shine through the fog in this specific biome. Unless editing the default is what can achieve that

bleak warren
amber dust
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I see

bleak warren
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And if you were talking the vanilla render distance fog, that's just bad in VV there's really no good way to improve it

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I'd recommend just using the volumetric options in that case

amber dust
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So i assume its just an object I can add to the json, the same way I add color?

bleak warren
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Yea lemme get you an example

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{
    "format_version": "1.21.90",
    "minecraft:fog_settings": {
      "description": {
        "identifier": "sample:hg_example"
      },
      "distance": {
        "air": {
          "fog_start": 0.9,
          "fog_end": 1.0,
          "fog_color": "#d0e4fa",
          "render_distance_type": "render"
        },
        "water": {
          "fog_start": 0.145,
          "fog_end": 0.4,
          "fog_color": "#050b27",
          "render_distance_type": "render"
        },
        "weather": {
          "fog_start": 0.99,
          "fog_end": 1.0,
          "fog_color": "#303030",
          "render_distance_type": "render"
        }
      },
    "volumetric": {
      "density": {
        "air": {
          "max_density": 0.11,
          "zero_density_height": 82.0,
          "max_density_height": 64.0
        }
      },
      "media_coefficients": {
        "air": {
          "scattering": [ 0.0263, 0.0231, 0.0213 ],
          "absorption": [ 0.0, 0.005, 0.012 ]
        }
      },
      "henyey_greenstein_g": {
        "air": {
          "henyey_greenstein_g": 0.1
        },
        "water":{
           "henyey_greenstein_g": 0.54
        }
      }
    }
  }
}

here is an example fog file with full VV support

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I will note here

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Volumetric fog works VERY differently to regular fog

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It's usually only one color and takes up space in the whole world

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But you get "godrays" with it so it's cool for that

amber dust
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Thank u, I didnt know that VV had volumetric fog support

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This helps a lot

bleak warren
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Yea no problem

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VV has a lot of very cool features

robust plank
bleak warren
robust plank
bleak warren
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tbh you just make one then you can just make duplicates of that to assign to whatever you want

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you make an identifier then in client biomes, assign that identifier

robust plank
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I have them but they don’t have media_coefficients and henyey_greenstein_g

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But Alr

bleak warren
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that file i posted is an example that i made

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just copy paste it in

robust plank
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👍

robust plank
bleak warren
robust plank
bleak warren
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What is your moonlight color settings

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And also

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Skylight intensity

robust plank
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my moon is like a cyan color and the sky intesity if thats what youre saying is 0.2

bleak warren
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Well no like

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The number values for moonlight

robust plank
bleak warren
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Hm so that's not the issue

robust plank
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oh no

robust plank
bleak warren
robust plank
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nvm i got it