def addFog(scene=viz.MainScene): viz.clearcolor([.1,.1,.1]) #viz.fogcolor(viz.GRAY) vizfx.addFogEffect(color=viz.GRAY,start=5,end=0)
GodRay.init() # Set the near and far clipping distances. viz.clip(.1,100000) ocean = vizfx.addChild(ART_DIRECTORY + './art/environment/OceanFloor.osgb') # Change properties to enable the god ray. water = ocean.getChild('Water') water.disable(viz.DEPTH_WRITE) water.drawOrder(101) # Create and apply global fog effect. # fog = vizfx.addFogEffect( colorRamp=viz.addTexture(ART_DIRECTORY + './art/texture/FogRamp.tif'), height=1, density=(.09)) fog = vizfx.addFogEffect( colorRamp=viz.addTexture(globals_oa.MODEL_DIRECTORY + 'FogRamp.tif'), height=1, density=(.09)) vizfx.getComposer().addEffect(fog) bgcolor = [0.15*1.2, 0.67*1.2, 0.95*1.2] viz.clearcolor(bgcolor) # Enable fog on main scene. # viz.MainScene.enable(viz.FOG, op=viz.OP_ROOT) # Add sun light. lightSun = vizfx.addPointLight() lightSun.constantAttenuation(0) lightSun.linearAttenuation(0) lightSun.quadraticAttenuation(.3) lightSun.setPosition([0.123,0.84911,-1.929]) lightSun.color( viz.WHITE ) lightSun.specular( viz.WHITE )
def initFog(): fog = vizfx.addFogEffect(colorRamp=viz.addTexture(MODEL_DIR + 'FogRamp.tif'), height=1, density=(.01)) vizfx.getComposer().addEffect(fog) # Enable fog on main scene. viz.MainScene.enable(viz.FOG, op=viz.OP_ROOT)