This article is part of a series of articles about three.js. The first article is three.js fundamentals. If you haven't read that yet and you're new to three.js you might want to consider starting there. If you haven't read about cameras you might want to start with this article.
Fog in a 3D engine is generally a way of fading to a specific color
based on the distance from the camera. In three.js you add fog by
creating Fog
or FogExp2
object and setting it on the scene's
fog
property.
Fog
lets you choose near
and far
settings which are distances
from the camera. Anything closer than near
is unaffected by fog.
Anything further than far
is completely the fog color. Parts between
near
and far
fade from their material color to the fog color.
There's also FogExp2
which grows exponentially with distance from the camera.
To use either type of fog you create one and and assign it to the scene as in
const scene = new THREE.Scene(); { const color = 0xFFFFFF; // white const near = 10; const far = 100; scene.fog = new THREE.Fog(color, near, far); }
or for FogExp2
it would be
const scene = new THREE.Scene(); { const color = 0xFFFFFF; const density = 0.1; scene.fog = new THREE.FogExp2(color, density); }
FogExp2
is closer to reality but Fog
is used
more commonly since it lets you choose a place to apply
the fog so you can decide to show a clear scene
up to a certain distance and then fade out to some color
past that distance.
It's important to note that the fog is applied to things that are rendered.
It is part of the calculation of each pixel of the color of the object.
What that means is if you want your scene to fade to a certain color you
need to set the fog and the background color to the same color.
The background color is set using the
scene.background
property. To pick a background color you attach a THREE.Color
to it. For example
scene.background = new THREE.Color('#F00'); // red
Here is one of our previous examples with fog added. The only addition is right after setting up the scene we add the fog and set the scene's background color
const scene = new THREE.Scene(); +{ + const near = 1; + const far = 2; + const color = 'lightblue'; + scene.fog = new THREE.Fog(color, near, far); + scene.background = new THREE.Color(color); +}
In the example below the camera's near
is 0.1 and its far
is 5.
The camera is at z = 2
. The cubes are 1 unit large and at Z = 0.
This means with a fog setting of near = 1
and far = 2
the cubes
will fade out right around their center.
Let's add an interface so we can adjust the fog. Again we'll use
lil-gui. lil-gui takes
an object and a property and automagically makes an interface
for that type of property. We could just simply let it manipulate
the fog's near
and far
properties but it's invalid to have
near
be greater than far
so let's make a helper so lil-gui
can manipulate a near
and far
property but we'll make sure near
is less than or equal to far
and far
is greater than or equal near
.
// We use this class to pass to lil-gui // so when it manipulates near or far // near is never > far and far is never < near class FogGUIHelper { constructor(fog) { this.fog = fog; } get near() { return this.fog.near; } set near(v) { this.fog.near = v; this.fog.far = Math.max(this.fog.far, v); } get far() { return this.fog.far; } set far(v) { this.fog.far = v; this.fog.near = Math.min(this.fog.near, v); } }
We can then add it like this
{ const near = 1; const far = 2; const color = 'lightblue'; scene.fog = new THREE.Fog(color, near, far); scene.background = new THREE.Color(color); + + const fogGUIHelper = new FogGUIHelper(scene.fog); + gui.add(fogGUIHelper, 'near', near, far).listen(); + gui.add(fogGUIHelper, 'far', near, far).listen(); }
The near
and far
parameters set the minimum and maximum values
for adjusting the fog. They are set when we setup the camera.
The .listen()
at the end of the last 2 lines tells lil-gui to listen
for changes. That way when we change near
because of an edit to far
or we change far
in response to an edit to near
lil-gui will update
the other property's UI for us.
It might also be nice to be able to change the fog color but like was mentioned above we need to keep both the fog color and the background color in sync. So, let's add another virtual property to our helper that will set both colors when lil-gui manipulates it.
lil-gui can manipulate colors in 4 ways, as a CSS 6 digit hex string (eg: #112233
). As an hue, saturation, value, object (eg: {h: 60, s: 1, v: }
).
As an RGB array (eg: [255, 128, 64]
). Or, as an RGBA array (eg: [127, 200, 75, 0.3]
).
It's easiest for our purpose to use the hex string version since that way
lil-gui is only manipulating a single value. Fortunately THREE.Color
as a getHexString
method
we get use to easily get such a string, we just have to prepend a '#' to the front.
// We use this class to pass to lil-gui // so when it manipulates near or far // near is never > far and far is never < near +// Also when lil-gui manipulates color we'll +// update both the fog and background colors. class FogGUIHelper { * constructor(fog, backgroundColor) { this.fog = fog; + this.backgroundColor = backgroundColor; } get near() { return this.fog.near; } set near(v) { this.fog.near = v; this.fog.far = Math.max(this.fog.far, v); } get far() { return this.fog.far; } set far(v) { this.fog.far = v; this.fog.near = Math.min(this.fog.near, v); } + get color() { + return `#${this.fog.color.getHexString()}`; + } + set color(hexString) { + this.fog.color.set(hexString); + this.backgroundColor.set(hexString); + } }
We then call gui.addColor
to add a color UI for our helper's virtual property.
{ const near = 1; const far = 2; const color = 'lightblue'; scene.fog = new THREE.Fog(color, near, far); scene.background = new THREE.Color(color); * const fogGUIHelper = new FogGUIHelper(scene.fog, scene.background); gui.add(fogGUIHelper, 'near', near, far).listen(); gui.add(fogGUIHelper, 'far', near, far).listen(); + gui.addColor(fogGUIHelper, 'color'); }
You can see setting near
to like 1.9 and far
to 2.0 gives
a very sharp transition between un-fogged and completely fogged.
where as near
= 1.1 and far
= 2.9 should just about be
the smoothest given our cubes are spinning 2 units away from the camera.
One last thing, there is a boolean fog
property on a material for whether or not objects rendered
with that material are affected by fog. It defaults to true
for most materials. As an example of why you might want
to turn the fog off, imagine you're making a 3D vehicle
simulator with a view from the driver's seat or cockpit.
You probably want the fog off for everything inside the vehicle when
viewing from inside the vehicle.
A better example might be a house and thick fog outside house. Let's say the fog is set to start 2 meters away (near = 2) and completely fogged out at 4 meters (far = 4). Rooms are longer than 2 meters and the house is probably longer than 4 meters so you need to set the materials for the inside of the house to not apply fog otherwise when standing inside the house looking outside the wall at the far end of the room will look like it's in the fog.
Notice the walls and ceiling at the far end of the room are getting fog applied. By turning fog off on the materials for the house we can fix that issue.