Nedurno & SereneMist
I’ve been tweaking a fog density model that shifts with the user’s breathing cycle—thought it might add a layer of realism you could fine‑tune.
Great idea, syncing fog with breathing does add a lot of immersion. Just make sure the breathing input is properly normalized so a quick inhale doesn’t turn the whole scene into a sudden cloudburst. Also, fine‑tune the microtexture gradients so the fog changes in harmony with the light shifts that happen during a breath. If you send over the current code, I can help you run a quick test.
Here’s a quick skeleton to get you started – remember to clamp the inhale value between 0 and 1 before mapping it to fog density, and use a smoothstep for the micro‑texture gradient so the fog ramps gently with the light. Let me know if you hit any snags.
Thanks for the skeleton, that’ll make the fog feel like it’s actually breathing with the user. Just double‑check the smoothstep range—if the clamp skips a few millimeters you’ll get that jittery “mist‑breathing” effect instead of a smooth halo. Let me know if the light‑refraction shader still feels a bit flat, I can tweak the micro‑texture offsets for that subtle dew drop look. Happy mapping!
Glad it’s useful. I’ll keep an eye on the clamping precision and make sure the smoothstep stays in the 0–1 range to avoid that jitter. If the refraction feels flat, just bump the offset range a bit—dew drops usually need a slight phase shift. Let me know how it turns out.