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Right now, HAZE supports color contribution from additional lights, but there has to be underlying fog to make them show up In the next update (coming soon), global and local fog will have an option to boost density using secondary light attenuation, so you can have just light beams with no fog✨

Harry 💬@halisavakis.com

🌫HAZE🌫 version 1.1.0 just got released! And it's ✨still 10% off!✨ Most important addition: 💡 Per-light contribution control using the alpha value of the light's color! Now you can select which secondary lights contribute to the fog and which are just for the environment ✨

I've been eyeing this up to use for a project I'm working on, and i haven't been able to find if HAZE supports voids yet - are fog voids supported now, or planned to be added?

Hmm what do you mean with voids? Volumes to cut away at the density of the fog?

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Yeah, like eg a box inside a shop, or a sphere to dissolve an area around a special lantern. The asset I've been using has rounded-edge boxes with an 0-1 edge feathering value for hardness, and they come in pretty handy

Yeah, as of now there's nothing like this in HAZE; but it is actually something that's very much on the roadmap! one possible approach could involve adding a mode to the existing density volumes to act subtractively 👀 that should work with pretty much no additional performance cost

quick proof of concept, seems to work well; there is some banding due to the low depth slice resolution, but it shouldn't be too visible with some more practical use cases (or with increased depth slices/reduced max range) will explore further 👀