Page MenuHomeFeedback Tracker

Rendering smoke on distance
Closed, ResolvedPublic

Description

Smoke in A3 looks hundred times better than A2. It was significantly improved but still it can be improved in some areas.

On distance black smoke should became more grayish, graphite than black. Also smoke should disappear much higher. Should stay longer and be much greater.

One thing that infamous OFP:DR did pretty good was distant smoke.
{F19591} {F19592}

Details

Legacy ID
35111013
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Particles
Additional Information

On the orher side smoke of this size would need huge amount of particles - or maybe different way of rendering it at close - and at far.

Event Timeline

fragmachine edited Additional Information. (Show Details)
fragmachine set Category to Particles.
fragmachine set Reproducibility to N/A.
fragmachine set Severity to None.
fragmachine set Resolution to Open.
fragmachine set Legacy ID to 35111013.May 7 2016, 2:15 PM
fragmachine added a subscriber: fragmachine.

At far distances it could be just an texture and particles for close-ups. This way even if standing next to burning vehicle and looking up on the sky you will see huge smoke cloud made not of particles but high quality animated texture.

Of course it should blend. If you get close to it lets say in the chopper it must transist to particles but only in client-side said sphere.
No matter what position youre in, smoke down or upper you from a certain distance would be an texture.

Anyway, im not an expert and I don't know what limitations are bounded on Real Virtuality engine.

MadDogX added a subscriber: MadDogX.May 7 2016, 2:15 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.