What I would do is to make an ICE tree that writes the fog color based from the distance of the camera to the current vertex and write it to a CAV. The render tree can then read the CAV and multiply it to the final color.
This is my suggestion because HQV doesn't support all the MR nodes and from the top of my head I don't recall any HQV supported node that can give you your surface and camera positions. Another option of course is to write custom realtime shaders for it. -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of olivier jeannel Sent: Wednesday, December 04, 2013 5:41 AM To: [email protected] Subject: Re: Open GL High Quality ? Ah thank's Luc Eric ! I lost the job, but how would I make a RealTime fog then ? Is there something already usable, or is there something to build with a ScalarState/RayLength ? I saw bizarre shader with ready made grid... Realtime OGL seems very opaque to me... Le 03/12/2013 17:45, Luc-Eric Rousseau a écrit : > OK, since no one discussed it, here is the explanation as to why the > High Quality Viewport does not implement depth cut/fog. > > The fog parameter in the display setting is an OpenGL 1.x feature, > "glFog". Like all old OpenGL features, "fixed pipeline" stuff, it is > not implemented with fragment shaders. When you use fragment shaders, > the shader must implement *everything*, lighting/shading/texturing. > If it were to be fog, than it's up to that shader to implement that. > When you switch to any real time shader viewport in Softimage, fog > ceases to work, because it's no longer the opengl fixed pipeline > driving this stuff, it's your render tree. > > Now, what is the HQV? It's not an OpenGL 1.x emulator, it's your > render tree compiled as realtime shader format with MetaSL. When you > draw a render region there is no fog. The "phong" in Softimage/Mental > Ray does not have a fog parameter. > > So what you need to do is to make a render tree that implements that > fog shading. > > On Mon, Dec 2, 2013 at 4:54 AM, olivier jeannel <[email protected]> > wrote: >> Joke aside, >> I'm consulted for WebGL aplication. I just wanted to rough-up a scene >> (which has to include fog and normal maps) in XSI to kind of make a >> fast preview and set some lighting /ambient. >> It's completly useless here... >
<<attachment: winmail.dat>>

