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Re:Fog Volumes arrive in Godot 4.0 by crdrost on Wednesday July 06, 2022 @01:03PM (#32003797)
They almost get to this with some of their lighting demos -- the real joyous experience with this sort of lighting effect is to turn on a tiny bit of fog "dust" in some sort of big spacious building like a cathedral, and see the shafts of light coming in from various windows. Always a gorgeous effect to see in a video game.
Re:Fog Volumes arrive in Godot 4.0 by m12k on Wednesday July 06, 2022 @06:35PM (#32007740)
Affectionately called "god rays" among graphics programmers
Re:Fog Volumes arrive in Godot 4.0 by dhotson on Thursday July 07, 2022 @02:07AM (#32010471)
Calling this feature "godot rays" was a missed opportunity I reckon.
Re:Fog Volumes arrive in Godot 4.0 by MrLeap on Wednesday July 06, 2022 @07:38PM (#32008245)
Also called "crepuscular rays" if you want even more keywords :D
Re:Fog Volumes arrive in Godot 4.0 by pierrec on Wednesday July 06, 2022 @07:55PM (#32008381)
Crepuscular rays are visible when you're facing away from the sun (hence their name, they generally exist when the sun is low). God rays are a fuzzier concept, but I've generally heard it when the rays appear to converge towards a light source (hence the divine term I guess). You could say both expressions do refer to the same rays, but with opposite perspectives.
Re:Fog Volumes arrive in Godot 4.0 by _the_inflator on Wednesday July 06, 2022 @01:16PM (#32003941)
This is something that brings in atmosphere into games. I love it.