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Alternately, if you simply disable shadows on a volumetric light, I believe it significantly reduces resources usage.
https://dl.dropbox.com/u/16502514/♥♥♥♥♥♥%20volumetrics.jpg
Also, I can't use bloom, but that's not a big deal for me.
https://dl.dropbox.com/u/16502514/volumetrics.jpg
On my end though I've been messing around in the console, and found out you can override fog with it:
http://i.imgur.com/zCgX33p.jpg
Pretty neat huh? Here's the values you have to change:
fog_override = set it to 1 to be able to edit fog.
fog_hdrcolorscale = somehow this needs to be set to 1 too.
fog_maxdensity = sets the maximum opacity of fog. 0 is none, 1 is fully opaque.
fog_start = distance at which fog begins growing denser.
fog_end = distance at which fog is the densest.
fog_color = RGB color of fog. 0 0 0 is black, 255 255 255 is white.
You can use the values I have in the screenshot as an example, then work from there. Games have been using camera relative fog like that for years now, so if your computer can't handle that I'll eat my keyboard ;P
This is no way to be successful as an artist, the first step is always getting your tools working properly so you don't have to think about them and can just create. Either way, I wish you the best of luck.
I tried to find a good model to use, but unfortuanately I don't have one in the library right now, so I used a billboard. BUT,
Using standard light I would bounce a light off an object and move that object and light as close to or as far away from the camera as I needed. The object has to be big enough to create the illusion you're trying to pass off.
then I would surround the other objects in the scene with mini lights, dimming and brightening each light to give me the desired effect.
I attempted to do the fog thing in this example, but for some reason, everytime I move my playhead, I lose the fog effect...
http://imgur.com/71ztWao (this scene uses 3 lights... One pointed directly at the billboard, one to the left of the camera and one on the other side of the shuttle to help back light the scene.) Not sure if this is what you are looking for, but I thought I'd throw it in there to see if it might spark some new ideas.) Remember, you can use as many lights as you want, but only 6 (I think) can throw shadows...
The I would use a reflective surface on the billboard to pass light back into the scene and fake the volumetrics...
Not sure if this is even possible in SFM, but it has worked for me in Blender.
I'm saving up for a proper gaming pc. I've got some ♥♥♥♥♥♥ 'all in one' pc someone bought me when I was like seventeen, so I can't simply upgrade the graphics card unfortunately. But I don't think bloom and volumetrics means so much that you shouldn't do anything with SFM at all. I think that's an extreme perspective. Besides, I can still make some sexy looking shots with the proper lighting, I just won't have any realistic fog or volume lights until I can find a workaround.
That's really more of a light orb effect. I'm trying to get more of a vaguely menacing mist, but your idea could work for an effect I've been trying to produce, so thank you for your input.
Is there anyway I could take the volume light models from SFM and edit them? Or is it possible to change the lighting setup altogether to allow volumetrics?
I tried that, but unfortunately there was no interaction between the light and the fog. I think I've figured out a particle system setup that I can use as fog, but the volume lighting is still an issue. I also found a lakeside fog model. It moves too fast, so it isn't very good for video, but I used it for this pic.
https://dl.dropbox.com/u/16502514/Da%20Bear000035.png
It doesn't look incredibly terrible when still. I've been messing around with a particle system to simulate the fog, but I'm having trouble slowing down how fast the fog moves around. Currently I've got the density right, but it's just moving around to fast to be fog. I need to slow it down to a crawl for it to look anything like fog. I suppose I could just freeze the particle system and have it be static, but I think a very slow moving fog looks better. If someone could point me to the right attributes to tinker with, that would be awesome.