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Check out part two of our new tutorial series, which shows you how to master volumetric fog by using CRYENGINE’s environment editor. Your host is our Learning Manager, Brian Dilg. Learn every aspect of using volumetric fog, from its theoretical underpinnings and relationship to real-world atmosphere to fine-tuning voxelization through console variables. The tutorial also compares the previous fog effect with the advantages that volumetric fog provides, showing you the parallels as well as the differences. The tutorial goes on to explain the environment editor parameters, distinguishing between those that affect global fog from those that only affect local fog volumes. You can also access our written documentation, which covers the topics discussed in even more depth. https://docs.cryengine.com/display/CE... Get up to speed by watching part one of this series, which gives you a broad overview of the environment editor’s features. If you are completely new to CRYENGINE or game development, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel. Subscribe to our channel for the latest tutorials from CRYENGINE. 0:00 - Intro 1:27 - First steps for a new environment preset 2:11 - Enabling volumetric fog 2:36 - Old fog controls when volumetric fog is enabled 3:00 - Global volumetric fog and local fog volumes 3:14 - Using fog volumes without enabling volumetric fog 3:31 - Enabling volumetric fog in a startup file 3:46 - The three categories of volumetric fog environment editor settings 4:29 - Comparing old fog and volumetric fog settings 4:44 - Global volumetric fog albedo color 5:50 - Top height of old vs. volumetric fog 6:17 - Keeping global fog out of buildings 6:40 - Using ramping with global fog 8:35 - Constraining local fog volumes using clip volumes 10:39 - Excluding fog from a clip volume 12:07 - Including (constraining) fog only inside a clip volume 13:03 - Making a fog volume "emissive" 13:45 - Fog volume albedo vs. emissive color 16:01 - Setting a fog volume's color locally vs. globally 16:20 - Anisotropy 19:04 - Controlling whether environment probes affect volumetric fog 19:24 - Controlling falloff, edge softness, ramping, and noise in fog volumes 19:56 - Environment editor settings that affect both global and local fog volumes 20:02 - In-scattering 20:26 - Extinction 20:50 - Final density clamp 21:21 - Range 21:50 - Fine-tuning voxelization using cVars CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com Subscribe: https://www.youtube.com/cryengine?sub... Add us on Twitter: / cryengine Follow us on Facebook: / cryengineofficial Join the discussion on our Forum: https://forum.cryengine.com/ and/or CRYENGINE Discord: / discord Browse our Marketplace: https://www.cryengine.com/marketplace