Constant Fade based on Z axis

Hey dear helpful human,

I simply can not find a solution for a material, that fades smoothly into the ground, based on the height of the world z axis (Start fading at -500 e.g.).
The upper part of the Mesh should stay complety visibily till the first half and then start fading.

Kinda like in this PoE example

Or here in this example

SkyIslandExample

Thanks alot for taking the time to help me! :slight_smile:

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Although you could do something a bit like this in the material, it would mean the material had to be transparent. Which would make the rest of the mesh look weird.

In fact, all of these example have been done just using a fog actor, like the engine exponential height fog.

You can help it along with fog cards

and volumemetrics

That sounds like a pretty good solution, but its really ressource consuming, isnt it?

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The engine fog actor, if volumetric is not ticked, is very good.

Also, fog cards are very performant.

Just avoid volumetrics :slight_smile:

Thank you man, I will use it :slight_smile:

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There’s plenty of examples of fog cards. If you can’t be bothered, just use this