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Easy Fog is a lightweight
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elegant solution for adding localized fog
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clouds and mood to really polish up any environment
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in Unreal Engine 5
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if you've ever viewed the default
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exponential height walking unreal
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you'll know it's great
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but it's a bit tricky to art Direct
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and get the look you want with it
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that
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is where Easy Fog comes in and why it should be a part
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of your unreal toolbox
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using a blueprint here
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you can quickly adjust the fog's shape
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density and color
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to integrate it as well as possible into your level
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help make the fog match your sky and background color
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giving you complete control over its appearance
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you can even add wind effects however subtle
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to breathe a bit of life into your world
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etfog include 10 different fog alphas and
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10 matching normal maps to level up your fog or clouds
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by giving them a lot more volume
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I built this tool out of necessity for my own project
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because I needed a solution to place fog in a way that
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allowed me to tweak
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each individual fog card
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without material instances
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because that quickly
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bloat your content browser with a whole bunch of files
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with ethifog however
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all you need is the blueprint
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no additional materials are needed
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if this is the tool you would like to get your hands on
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I'm running a 50 off deal for the next week only
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you can purchase ethifog on gumroad or
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Art Station Marketplace
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you'll find a link down below
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now having
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shown you what ezfog is and what you can do with it
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let's jump into unreal so I can show you how to use it
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and we can get started with how to install it
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once you've downloaded ezfog
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you can unzip the folder and you'll get two
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additional folders here
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we've got 5.0.3 and 5.1
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initially i made ezfog on
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unreal engine 5.1
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if for whatever reason you're still on 5.0
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you'll have a working version of the build there
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so going into the 5.1 folder
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you're gonna have the Ezfog
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Unreal Engine project right here
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so I'm gonna go ahead and open
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this Unreal Engine project here
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and
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the first thing you see when you open up the project
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is the showcase level showing you
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each and every one of the
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10 different cloud alphas that come included with Ezfog
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additionally if you navigate to the
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level folder in the content browser
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you'll find
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Level Demo which I'm going to open up right here
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which showcases the more
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real world use case of ezfog
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so this may look a little underwhelming right now
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but I went ahead and added a
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camera for this level by going up here
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clicking on seq demo
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and clicking on the little camera icon right here
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and so I've included this level primarily to show you
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how it can work
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right out of the box
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to give you a good example of its potential
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now having the ezfog project is all fine and dandy but
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what if you wanted to just
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add ezfog to an existing unreal project
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you have two ways of doing this
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the easiest way is to use unreal
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built in migrate feature
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so we're going to go to the content browser
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and we're going to go to the Easyfog folder itself
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you're going to right click on it
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we're going to go to migrate
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click OK what you need to do now
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is you need to go to the content browser
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of your desired project that you want to copy Easyfog 2
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this entirely depends on where you have saved your
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Unreal Engine project
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so navigate to the Unreal project itself
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and you want to select the content folder
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okay so click on the content folder
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click on select folder now
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and just like that the Easy Fog folder
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will be correctly migrated
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to your desired Unreal Engine project
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alternatively
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the other way to do it
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is to manually copy the files over
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so in the
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Easy Fog folder
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that you downloaded from gumroad or any other
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marketplace you bought it from
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you can go to the content folder in that folder
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and copy the EZ Fog folder itself okay
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we're gonna copy that
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and here we're gonna have
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our desired target Unreal Engine project
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so again depending on where you have it saved
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navigate to wherever the unreal project is
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open up that content folder
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and you can just simply
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paste the EV Fog folder
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into your desired project
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and everything from there should work just fine
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so what I'm going to do now is I'm going to select
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all of my ezfog actors here
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and I'm going to delete them
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and we're going to start off from scratch
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to really give you a visual example of
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how I would use ezfog in a real world situation
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so to get started
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the only thing you need to do
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is we're going to go to the content browser
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we're going to go to the blueprint folder right here
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and you'll see here we've got the BP EZ fog
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drag and drop this into your level
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and we can rotate it into place like that
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like such and we can just move it up and scale it up
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as we see fit
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make it the size you want
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you can scale it up non uniformly however you want
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you can flip it around
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upside down however you like the choice is yours
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now with the blueprint in our scene
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let's go through
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each and every
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single one of the settings in the details panel
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so starting off
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with the core basics we've got base color Mabin
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that is the base color of your cloud
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so right now I've got to the very
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low key tileable texture
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this by default should work pretty good out of the box
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you pretty much never really need to touch that
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next we've got the opacity map
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and the opacity map is what's going to
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change the shape of your cloud
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so in order to change that
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let's click on the little browd button here
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and it's going to navigate in your content browser to
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the folder where
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each and every one of your cloud alphas are located
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so we've got 10 different ones here
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if I wanted to have
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let's say this cloud instead right here
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you'll see we've got a totally different cloud shape
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now if I wanted to use this one for example
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we can have that too
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if we wanted to use a very simple radio fog like this
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we can have that too
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the radio fog
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is probably my favorite for really establishing some
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very subtle localized fog in your level
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this is often what I like to start my level off with
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just establishing some
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localized pockets of fog in our level
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is a great way to get started and instantly
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add some mood to your scene right
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it doesn't get any easier than that
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so for now
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I'm just going to go ahead and use the default one
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next we've got the normal map slot
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and we're going to jump into that a little bit later
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but really
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this is where you assign the desired normal map
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you'll see
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each and every single one of the cloud Alphas
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has their own respective normal map
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with it
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so in general you're going to want to make sure that
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the noble map you use
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matches the opacity map that you're using right
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next up we have base color tint
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that is how we go ahead and add a color
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to our fog to really help it match the sky itself
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so for example if I wanted to
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match the color of the sky here
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we're going to go ahead and use the eyedropper tool
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and just click let's say
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here like that
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of course it's going to be too dark right
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but it's okay
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we're gonna go
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click on here again and bump up that brightness
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at least we have the correct hue now
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so from there it's just a matter of
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tweaking and getting
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roughly the right saturation and the right value
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for the cloud to kind of blend into your
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sky correctly
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next we have base color contrast
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and that's kind of
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where it's going to help the cloud here
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fit in a little bit better in our scene
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you'll see because of the base color map
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we've got the tiling
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cloud texture
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you'll see these little
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patches of dark
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are a little bit too strong for my taste
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and of course depends on your theme
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there's no magical setting here
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none of the settings here will work
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100 percent of the time in every single environment
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you're going to have to
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massage and finesse your settings
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based on your level
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but for now I'm going to
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turn the base color contrast to a negative value
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to reduce that contrast
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you'll see a little bit right here
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if I put to like minus point four
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now we kind of got rid of that ugly black splotch there
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so already this kind of
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feels a little bit more neutral
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and blends into the sky a little bit better
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next we have base color intensity
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and that's kinda again like the name says
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we can increase
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the intensity of the base color texture itself
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next we have emissive intensity
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and you might not think that clouds emit light
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because they don't
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but the emissive intensity is
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really the one I use the most often for really
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finessing in art directing
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my fall cards as much as possible
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so if I hit the total like point 3
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if I hit the 0 you'll see it just gets too dark
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it's really like pitch black right
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even though my base color is kind of bright
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that's because these fog cards are lit right
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so if I rotate it perpendicular to the sun right here
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you'll see it actually gets lit correctly
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but we don't really want our fog card to be lit quite
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the way that static meshage would be lit right
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and that's where
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the intermissive intensity comes in handy
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so like 3 is usually a good starting point
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and just like that we're already
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it is blending into our sky pretty well
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I hope you can see in the video
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but we do have a nice gradient here across
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the faug card itself
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next we have normal map intensity
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and that's where things start getting interesting
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so I'm gonna set this to 1
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and you'll see of course
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nothing
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happened because we haven't assigned normal map to it
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yet so I'm gonna go make sure that I'm going to
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select the correct normal map
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which is this one right here
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drag and drop that here
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and you'll see already
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it was subtle but there was a change there
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see before and after
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before and after we're getting a little bit of extra
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volume in this cloud like this
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so if I were to
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exaggerate the normal map intensity here
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00:09:56,866 --> 00:09:58,200
to something like 5
275
00:09:58,500 --> 00:09:59,300
you'll see
276
00:09:59,533 --> 00:10:01,066
suddenly we get
277
00:10:01,133 --> 00:10:03,166
way more volume to our cloud
278
00:10:03,166 --> 00:10:04,900
it's starting to feel like a real cloud
279
00:10:04,900 --> 00:10:06,600
now if I turn this off
280
00:10:07,100 --> 00:10:09,300
back to 0 back to 5
281
00:10:11,333 --> 00:10:13,866
you'll see it's a tremendous difference
282
00:10:13,966 --> 00:10:16,366
just a reminder none of just is volumetric
283
00:10:16,533 --> 00:10:19,400
and yes in theory volumetric clouds are
284
00:10:19,600 --> 00:10:21,800
better so to speak absolutely but
285
00:10:22,000 --> 00:10:23,666
this way with ezfog
286
00:10:23,666 --> 00:10:26,466
it makes it a whole lot easier to just place
287
00:10:26,666 --> 00:10:28,200
very specific clouds
288
00:10:28,200 --> 00:10:29,866
in very specific locations
289
00:10:29,866 --> 00:10:31,266
to get the look that you want
290
00:10:31,533 --> 00:10:32,566
next we have
291
00:10:32,866 --> 00:10:34,300
fog density right here
292
00:10:34,300 --> 00:10:36,766
it's how dense your fog cards will be
293
00:10:36,966 --> 00:10:39,366
so if I were to reduce this to something like 5
294
00:10:39,366 --> 00:10:42,566
you'll see as I adjusted it really changes the opacity
295
00:10:42,566 --> 00:10:43,766
of the cloud itself
296
00:10:44,000 --> 00:10:46,600
next up is where things get really interesting and
297
00:10:46,600 --> 00:10:48,100
the geometry fading distance
298
00:10:48,100 --> 00:10:49,866
is probably my favorite setting
299
00:10:49,966 --> 00:10:50,933
in Easy Fog
300
00:10:50,966 --> 00:10:53,733
so you'll see here that we've got a default of 1000
301
00:10:53,733 --> 00:10:54,933
if I set it to 0
302
00:10:55,300 --> 00:10:58,966
notice how now the fog really clips with the landscape
303
00:10:59,666 --> 00:11:01,066
it does not look very good
304
00:11:01,066 --> 00:11:03,266
and this is what would typically happen with
305
00:11:03,366 --> 00:11:04,333
fault cards
306
00:11:04,666 --> 00:11:07,500
that don't have the geometry fading built in
307
00:11:07,666 --> 00:11:09,166
so it doesn't look very good
308
00:11:09,166 --> 00:11:11,933
but as we increase the geometry fading distance
309
00:11:12,700 --> 00:11:14,566
like this you'll see we can suddenly
310
00:11:14,566 --> 00:11:17,533
start having it blend into the landscape completely
311
00:11:17,533 --> 00:11:18,400
seamlessly
312
00:11:18,533 --> 00:11:21,533
and taking a look at this example from the snowy scene
313
00:11:21,533 --> 00:11:22,500
you can use the
314
00:11:22,500 --> 00:11:25,200
geometry fading distance to really help the fog hard
315
00:11:25,466 --> 00:11:27,266
blend in with the tree like this
316
00:11:27,300 --> 00:11:30,700
it just helps the fog feel a lot more betterer
317
00:11:31,166 --> 00:11:32,933
so feel free to experiment with that
318
00:11:33,266 --> 00:11:36,366
next we have the camera fading distance and that
319
00:11:36,466 --> 00:11:38,266
is a pretty interesting one
320
00:11:38,266 --> 00:11:39,700
and it might not be immediately
321
00:11:39,700 --> 00:11:42,100
obvious what it does because if I set this to 0
322
00:11:42,266 --> 00:11:43,200
and back to 1000
323
00:11:44,300 --> 00:11:45,900
you'll see nothing changes
324
00:11:45,966 --> 00:11:47,266
but let me demonstrate
325
00:11:47,266 --> 00:11:48,700
if I move the camera
326
00:11:49,166 --> 00:11:50,366
all the way over here
327
00:11:50,866 --> 00:11:54,500
notice how as the camera goes through the cloud itself
328
00:11:55,000 --> 00:11:57,733
it just fades away doesn't clip suddenly
329
00:11:57,933 --> 00:11:59,300
if I were to set
330
00:11:59,300 --> 00:12:01,900
the camera fading distance to something like zero again
331
00:12:03,000 --> 00:12:04,200
you'll notice that
332
00:12:05,166 --> 00:12:06,400
we get this popping
333
00:12:07,166 --> 00:12:09,066
right it doesn't look very good
334
00:12:09,066 --> 00:12:10,933
there's no seamless transition
335
00:12:10,933 --> 00:12:12,933
and that is where the camera fading distance comes in
336
00:12:12,933 --> 00:12:13,400
really handy
337
00:12:13,400 --> 00:12:15,400
if you want to have like an establishing shot
338
00:12:15,400 --> 00:12:16,533
of the camera kind of
339
00:12:16,600 --> 00:12:18,466
emerging through the cloud like this
340
00:12:18,866 --> 00:12:20,966
you would need to have the camera fading distance
341
00:12:20,966 --> 00:12:23,700
and so that's why I have a default value of 1000
342
00:12:23,800 --> 00:12:26,100
now you'll see the camera just blends in
343
00:12:26,366 --> 00:12:27,933
through it seamlessly
344
00:12:28,333 --> 00:12:30,066
it's a good little setting to know about
345
00:12:30,333 --> 00:12:32,100
next up we have the Cache Shadow option
346
00:12:32,100 --> 00:12:34,266
but this is not going to work by default
347
00:12:34,266 --> 00:12:36,066
because it only works
348
00:12:36,100 --> 00:12:39,266
if you're using ray traced shadows in your theme
349
00:12:39,266 --> 00:12:40,466
so if you're using alumin
350
00:12:41,366 --> 00:12:43,600
the Cache Shadows option here is not going to do
351
00:12:43,600 --> 00:12:44,400
anything
352
00:12:45,000 --> 00:12:45,866
just so you know
353
00:12:46,133 --> 00:12:48,966
and now we have one last trick of our sleeve
354
00:12:48,966 --> 00:12:50,900
and that is the wind control
355
00:12:50,900 --> 00:12:54,200
so you'll see right here we've got wind yes or no
356
00:12:54,400 --> 00:12:56,366
it's a value between 0 and 1
357
00:12:56,400 --> 00:12:57,733
I'm gonna put this to 1
358
00:12:57,733 --> 00:12:58,933
and you'll notice that
359
00:12:58,966 --> 00:13:01,066
okay we kinda lost our cloud here
360
00:13:01,066 --> 00:13:02,400
doesn't look nearly as
361
00:13:02,566 --> 00:13:04,500
dent or opaque that used to be right
362
00:13:04,500 --> 00:13:07,066
so due to the way that I made
363
00:13:07,100 --> 00:13:08,466
the fog material
364
00:13:08,466 --> 00:13:10,000
you're going to need to compensate
365
00:13:10,000 --> 00:13:12,400
with emissive intensity or fog density
366
00:13:12,400 --> 00:13:15,133
to bring it back up to how it looked previously
367
00:13:15,133 --> 00:13:15,800
so
368
00:13:15,800 --> 00:13:18,900
I'm going to increase the emissive to something like 6
369
00:13:18,900 --> 00:13:19,400
now you'll see that
370
00:13:19,400 --> 00:13:22,066
the wind is kind of moving in a downward pattern
371
00:13:22,400 --> 00:13:23,000
but don't worry
372
00:13:23,000 --> 00:13:25,900
we can choose the exact directionality of the wind
373
00:13:26,166 --> 00:13:28,800
with the wind speed y and the wind speed X right here
374
00:13:28,800 --> 00:13:30,900
so if I were to set this to something like 500
375
00:13:31,600 --> 00:13:35,400
is that the wind speed to let's say minus 100
376
00:13:36,000 --> 00:13:38,400
you'll see now we've kind of changed the rough
377
00:13:38,500 --> 00:13:40,566
directionality of the wind here
378
00:13:40,800 --> 00:13:41,733
now of course
379
00:13:41,733 --> 00:13:44,900
I've exaggerated the speed for demonstration purposes
380
00:13:44,933 --> 00:13:45,966
just keep that in mind
381
00:13:45,966 --> 00:13:47,933
we can also choose the noise tiling
382
00:13:47,933 --> 00:13:50,266
so if I increase this value to something like ear point
383
00:13:50,333 --> 00:13:51,133
08
384
00:13:51,366 --> 00:13:52,133
you'll see
385
00:13:52,133 --> 00:13:55,100
now we've kind of changed the tiling of that noise
386
00:13:55,100 --> 00:13:56,666
swirly pattern in it
387
00:13:56,800 --> 00:13:59,566
and lastly we've got the wind noise contract and again
388
00:13:59,600 --> 00:14:00,400
it's going to change
389
00:14:00,400 --> 00:14:02,166
the contract of the wind pattern in it
390
00:14:02,166 --> 00:14:04,166
so if I increase that like this
391
00:14:04,533 --> 00:14:05,333
you'll see
392
00:14:06,200 --> 00:14:08,900
now we're really getting some strong contrast there
393
00:14:09,366 --> 00:14:12,100
if I reduce it to a negative value you can kind of just
394
00:14:12,366 --> 00:14:15,933
reduce the intensity of the swirling in it
395
00:14:16,300 --> 00:14:16,900
again
396
00:14:16,900 --> 00:14:19,566
taking a look at the example in this other level here
397
00:14:19,700 --> 00:14:21,700
I've used the wind settings here
398
00:14:21,966 --> 00:14:24,200
to add a little bit of ground fog
399
00:14:24,566 --> 00:14:25,366
in our scene
400
00:14:25,366 --> 00:14:28,200
so this is a very handy little tool to know about
401
00:14:28,300 --> 00:14:31,100
so what I'm going to do now is I'm going to re
402
00:14:31,100 --> 00:14:33,866
add all the fog cards in the scene to show you
403
00:14:33,866 --> 00:14:37,900
how I would use Eeveefog in a real world situation
404
00:14:37,900 --> 00:14:40,133
all right so let's get started
405
00:14:40,766 --> 00:14:43,366
usually what I like to do is I like to establish the
406
00:14:43,500 --> 00:14:45,200
core basics Firth
407
00:14:45,200 --> 00:14:46,300
really the main
408
00:14:46,300 --> 00:14:48,600
elements of fog that I the one that really
409
00:14:48,700 --> 00:14:50,733
stand out and what I like to do is
410
00:14:50,733 --> 00:14:52,533
looking at these references right here
411
00:14:52,533 --> 00:14:56,200
I love that Misty low hanging
412
00:14:56,300 --> 00:14:59,200
foggy clouds that you see on the West Coast
413
00:14:59,200 --> 00:15:00,966
so I'm gonna try and mimic that
414
00:15:00,966 --> 00:15:02,266
on these mountains right here
415
00:15:02,266 --> 00:15:05,266
so I'm gonna start by switching my fog alpha here
416
00:15:05,266 --> 00:15:06,933
I'm gonna use this one instead
417
00:15:07,066 --> 00:15:08,533
just that's a rough basic
418
00:15:08,900 --> 00:15:10,800
and so right now we've got a pretty huge one
419
00:15:10,800 --> 00:15:12,900
this is massive I may have to scale this down
420
00:15:12,933 --> 00:15:14,900
but I like establishing the shape of things
421
00:15:14,900 --> 00:15:15,800
pretty early on
422
00:15:16,400 --> 00:15:18,066
I'm going to move just like that here
423
00:15:21,966 --> 00:15:23,100
something like this
424
00:15:23,766 --> 00:15:24,933
and I'm going to
425
00:15:24,933 --> 00:15:27,533
duplicate it by holding the alt key and moving
426
00:15:27,933 --> 00:15:29,733
and I'm going to change the alpha again
427
00:15:29,733 --> 00:15:31,166
I'm going to use this one right here
428
00:15:31,766 --> 00:15:34,100
and use the correct normal map as well
429
00:15:35,133 --> 00:15:36,700
and remove this here
430
00:15:37,166 --> 00:15:38,566
scroll it down like that
431
00:15:38,566 --> 00:15:40,333
I like the fog alpha because they already
432
00:15:40,333 --> 00:15:41,200
kind of had that
433
00:15:41,266 --> 00:15:42,866
swirliness in them right
434
00:15:42,966 --> 00:15:45,500
again looking at the snowy environment I made
435
00:15:46,066 --> 00:15:49,600
right over here this is the classic use case of how I
436
00:15:50,166 --> 00:15:53,066
achieve that swirly low hanging fog look
437
00:15:53,066 --> 00:15:54,700
it's all thanks to these alphas
438
00:15:54,700 --> 00:15:57,100
again I'm gonna duplicate this add another one here
439
00:15:59,566 --> 00:16:00,366
and
440
00:16:01,133 --> 00:16:02,533
rotate it into place
441
00:16:02,933 --> 00:16:03,333
I got to
442
00:16:03,333 --> 00:16:05,600
move it maybe a little bit closer to the camera like
443
00:16:05,600 --> 00:16:06,400
that
444
00:16:07,766 --> 00:16:09,366
and move it like that
445
00:16:11,333 --> 00:16:12,700
again this might be too much
446
00:16:12,700 --> 00:16:14,366
it's probably overkilled but again
447
00:16:14,766 --> 00:16:15,800
we can control
448
00:16:15,933 --> 00:16:17,800
a whole lot of things we can increase the
449
00:16:18,100 --> 00:16:20,200
geometry fading distance we can reduce the
450
00:16:20,300 --> 00:16:21,333
missive intensity
451
00:16:21,666 --> 00:16:22,266
point two
452
00:16:22,266 --> 00:16:24,166
and reduce the normal map intensity like point
453
00:16:24,166 --> 00:16:26,266
one or point five just a little something
454
00:16:26,500 --> 00:16:27,866
or just kind of
455
00:16:28,366 --> 00:16:31,300
really were kit bashing clouds in our scene
456
00:16:31,500 --> 00:16:33,533
again I'm gonna duplicate this I'm gonna add
457
00:16:35,166 --> 00:16:37,600
and let's say I'm gonna let's say what else we got here
458
00:16:37,600 --> 00:16:38,566
I'm gonna try
459
00:16:39,333 --> 00:16:40,266
maybe this one
460
00:16:40,500 --> 00:16:41,200
like that
461
00:16:41,200 --> 00:16:43,733
and I'm going to use that kind of a low hanging one
462
00:16:44,000 --> 00:16:45,933
in the foreground just come around
463
00:16:45,933 --> 00:16:47,100
so something like this
464
00:16:47,600 --> 00:16:50,000
over here duplicate that like that
465
00:16:50,566 --> 00:16:54,533
like this it is quite literally almost like kit bashing
466
00:16:54,933 --> 00:16:56,900
I'm going to rotate it invert it like this
467
00:16:57,933 --> 00:16:58,733
that
468
00:16:59,100 --> 00:16:59,400
cool so
469
00:16:59,400 --> 00:16:59,533
now
470
00:16:59,533 --> 00:17:01,766
we kind of get this low hanging fog in a foreground
471
00:17:02,166 --> 00:17:04,300
and next before I get too carried away
472
00:17:04,300 --> 00:17:05,800
I want to show you something that I actually
473
00:17:05,800 --> 00:17:07,166
loved using EV fog for
474
00:17:07,300 --> 00:17:10,133
and that is if I duplicate this over here
475
00:17:10,166 --> 00:17:10,966
I always liked
476
00:17:10,966 --> 00:17:13,266
occluding the tops of mountains with clouds
477
00:17:13,266 --> 00:17:15,166
because again looking at reference
478
00:17:15,866 --> 00:17:17,100
on really foggy days
479
00:17:17,100 --> 00:17:20,000
the tops of mountains are almost always occluded
480
00:17:20,000 --> 00:17:21,133
it's low there's
481
00:17:21,133 --> 00:17:21,900
a foggy day
482
00:17:21,900 --> 00:17:24,900
you don't see very high up because of that low pressure
483
00:17:25,100 --> 00:17:27,300
in the atmosphere or high pressure
484
00:17:27,333 --> 00:17:29,066
I don't know I'm not a meteorologist
485
00:17:29,400 --> 00:17:32,266
but what I like to do is I like using the smooth
486
00:17:32,266 --> 00:17:33,600
radial Alpha here
487
00:17:34,266 --> 00:17:37,733
like this and really it doesn't have much texture to it
488
00:17:37,866 --> 00:17:40,133
but the reason I like to use it is for the following
489
00:17:40,133 --> 00:17:41,066
I'm going to scale this
490
00:17:41,066 --> 00:17:43,166
way up to something really large
491
00:17:43,500 --> 00:17:45,600
and scale in one axis like that
492
00:17:46,466 --> 00:17:49,000
and just like that you'll see
493
00:17:49,466 --> 00:17:51,566
just having a fog card with a very high
494
00:17:52,133 --> 00:17:54,366
geometry fading distance value like this
495
00:17:55,700 --> 00:17:56,266
it kind of
496
00:17:56,266 --> 00:17:59,000
helped simulate the exponential height fog in Unreal
497
00:17:59,000 --> 00:18:00,933
Engine now to be clear
498
00:18:01,300 --> 00:18:03,900
EV fog is not intended to replace
499
00:18:03,900 --> 00:18:05,100
the exponential height fog
500
00:18:05,100 --> 00:18:07,466
it is meant to be used along sided
501
00:18:07,500 --> 00:18:09,300
at a complement of a sort
502
00:18:09,566 --> 00:18:12,800
so we've got this here I'm going to duplicate that
503
00:18:12,966 --> 00:18:14,400
I'm going to move it closer
504
00:18:14,400 --> 00:18:15,966
and I'm going to scale it down
505
00:18:17,666 --> 00:18:18,666
just so that
506
00:18:18,666 --> 00:18:21,133
it's really just going to clip the top of the mountain
507
00:18:21,133 --> 00:18:23,800
then just they'll close it a little bit like that
508
00:18:24,533 --> 00:18:27,333
we can also increase the fog density maybe
509
00:18:27,466 --> 00:18:28,866
and so now again
510
00:18:28,900 --> 00:18:31,166
the color might feel a little bit wrong so I might go
511
00:18:31,166 --> 00:18:32,300
tweak the color a little bit
512
00:18:32,666 --> 00:18:34,300
make it darker or brighter
513
00:18:34,766 --> 00:18:37,000
saturation or reduce saturation just to kind of
514
00:18:37,000 --> 00:18:39,400
help it match the background a little bit better
515
00:18:41,333 --> 00:18:42,533
and from there
516
00:18:43,100 --> 00:18:44,766
duplicating that card in the foreground again
517
00:18:44,766 --> 00:18:46,266
I'm gonna move this over here
518
00:18:46,500 --> 00:18:48,566
and I don't really like this
519
00:18:48,600 --> 00:18:49,266
card right now
520
00:18:49,266 --> 00:18:51,100
I want something again I want one of those
521
00:18:51,166 --> 00:18:53,366
swirly textures on it right
522
00:18:53,366 --> 00:18:55,466
so I'm gonna use maybe something like this
523
00:18:55,900 --> 00:18:57,566
and with this
524
00:18:57,566 --> 00:18:58,800
correct normal map right
525
00:18:58,800 --> 00:19:01,066
there and I'm gonna lift it up and just like that
526
00:19:01,300 --> 00:19:04,900
we do have that kind of magical feeling of
527
00:19:05,466 --> 00:19:09,333
that low hanging swirly very early morning vibe
528
00:19:09,666 --> 00:19:11,933
now of course keep in mind I'm doing this on a whim
529
00:19:12,166 --> 00:19:14,333
if I had more time to spend on it it would be
530
00:19:14,333 --> 00:19:16,266
a lot more finesse and polished
531
00:19:16,266 --> 00:19:17,966
but I think you get the point
532
00:19:17,966 --> 00:19:20,266
we're starting to get something that kind of
533
00:19:20,900 --> 00:19:21,900
feel pretty good
534
00:19:22,133 --> 00:19:25,166
very fast and so again if we really want to polish and
535
00:19:25,266 --> 00:19:26,600
massage it in place
536
00:19:26,700 --> 00:19:28,966
we can adjust the normal map intensity a little bit
537
00:19:29,066 --> 00:19:32,166
we can play with the fog density right
538
00:19:32,166 --> 00:19:33,466
we can also adjust the
539
00:19:33,466 --> 00:19:35,666
geometry fading distance like that
540
00:19:35,700 --> 00:19:37,766
we've got a little bit of wind in there
541
00:19:37,766 --> 00:19:39,333
on the top which can definitely help
542
00:19:39,333 --> 00:19:41,500
breathe a little bit of extra life in there
543
00:19:41,566 --> 00:19:43,466
it might be hard to see in the video
544
00:19:43,466 --> 00:19:44,766
but hopefully you can see
545
00:19:45,933 --> 00:19:47,400
again this is all very subtle
546
00:19:47,400 --> 00:19:48,200
and you're going to have to art
547
00:19:48,200 --> 00:19:49,533
direct this the way you see fit
548
00:19:49,533 --> 00:19:52,600
but now you know all the settings available in easyfog
549
00:19:52,866 --> 00:19:54,500
so you can go ahead and start using this
550
00:19:54,500 --> 00:19:55,666
in your own project
551
00:19:56,066 --> 00:19:58,566
but really that's all there is to it
552
00:19:58,600 --> 00:20:00,266
you can use the demo scene provided
553
00:20:00,266 --> 00:20:01,266
as a starting point
554
00:20:01,266 --> 00:20:04,300
to reverse engineer how I achieve this kind of look
555
00:20:04,300 --> 00:20:06,000
and how you can apply that look
556
00:20:06,166 --> 00:20:08,533
to your own level in Unreal Engine 5
557
00:20:08,900 --> 00:20:10,933
as always thank you so much for watching
558
00:20:11,100 --> 00:20:12,200
I hope you found it useful
559
00:20:12,366 --> 00:20:13,500
again you can find easyfog
560
00:20:13,500 --> 00:20:13,866
boat on
561
00:20:13,866 --> 00:20:16,400
gumroad and the Art Fishing marketplace for download
562
00:20:16,400 --> 00:20:18,566
linked below and as always folks
563
00:20:20,133 --> 00:20:21,066
happy rendering
41171
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