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Minecraft:Fog

From SAS Gaming Wiki

Template:For

File:Swamp water fog.png
The dense, brown water fog in a Minecraft:swamp

Fog is a rendering feature intended for obscuring the player's view distance, usually for colored atmospherics or for seamlessly occluding sharp boundaries such as unloaded Minecraft:chunks. While traditionally referring to Minecraft:render distance, there are many other types of fog that can be encountered in-game under specific circumstances.

Fog types

Render distance fog

File:Air fog.png
Default air fog is what causes the brighter sky color at the horizon, and slight fading at the edge of the render distance.

This refers to fog that is dependent of the Minecraft:render distance, which includes air fog in the Overworld and the End Template:In, or general fog in all dimensions Template:In.

The sight distance in the render distance fog is equal to the render distance, which begins to appear at 92% of the render distance. Objects from the Minecraft:sky are not faded, making it appear in the shape of a cylinder. Its color depends mainly on the Minecraft:biome the camera is in, and is affected by:

  • the current day-time in the Overworld:
    • At midnight, fog is always dark blue regardless of other colors.
    • During sunrise and after sunset, the biome fog color gets gradually mixed with the black.
    • When looking in the direction of the sun during sunrise or sunset, the fog gradually turns orange.
  • the current Minecraft:sky color, and the render distanceTemplate:Only
    • The smaller the render distance, the closer the color of the fog is adjusted to the sky color.
    • When the render distance is 32, the color of the fog is not affected by the sky color.
  • the current Minecraft:weather

The base fog color in the Overworld is Template:Color Template:In and Template:Color Template:In. In Minecraft:pale gardens, the fog color is Template:Color. In the Minecraft:End, the fog color is Template:Color in Java EditionTemplate:Note and Template:Color in Bedrock Edition.Template:Note Sulfur cavesTemplate:Upcoming use Template:Color.

File:Weather fog.png
Weather fog is colored gray and obstructs a larger part of the view distance.

In Bedrock Edition, a separate type of render distance fog is used during Minecraft:precipitation, known as weather fog. This fog is much denser; it appears at 23% of the render distance and becomes opaque at 70% of the render distance. The base color changes to Template:Color, Template:Color in pale gardens, stays Template:Color in sulfur caves.

File:VV distance fog.png
Distance fog with Vibrant Visuals takes on the color of the dynamic atmospherics.

Atmospherics

Template:MainTemplate:Exclusive With Minecraft:Vibrant Visuals, the Overworld Minecraft:sky box does not exist and render distance fog entirely replaces its purpose for dynamic atmospherics. Atmospherics have different colors for a zenith and horizon region, which are being illuminated by rayleigh scattering.

The atmospherics constantly change color as the Minecraft:daylight cycle progresses. In general, zenith is blue at daytime and dark blue at nighttime with less rayleigh scattering illuminating it. The horizon has unique shades of purple, pink, blue, orange, brown, and light gray for each part of the daylight cycle, and it is positioned lower at nighttime. Around sunrise and sunset, an additional mie scattering shades the area around the sun with a mix of fog colors and sunlight colors.

Several Minecraft:biomes (as well as the End) have unique atmospherics, including some unique zenith and horizon colors at daytime, brighter night sky colors in warmish biomes, and some use entirely unique colors. Because many biomes also have unique lighting and color grading settings, there are more variations of the final scene. See Template:Slink for all details.

During precipitation, the denser weather fog takes on the same colors as the sky box without Vibrant Visuals, while mie scattering is still applied around the sun. Unlike the classic sky, this is not applied in dry biomes or with a wither.

Like classic distance fog, it also fades objects near the edge of the render distance with the atmospheric colors. Objects faded by fog are also reflected with the fog.

Environmental fog

File:Environmental Fog.png
Environmental fog shown through the zoom of a spyglass.

Template:ExclusiveThis refers to fog that renders ambiently inside chunks in the Minecraft:OverworldTemplate:Verify that are far away from the player. This type of fog grows in strength at greater distances from the player and does not change with render distance.

Rain fog

Environmental fog grows in strength during Minecraft:precipitation. Rain-based fog becomes weaker when the player is not exposed to as much Minecraft:sky light (sky light is always the same regardless of the weather or Minecraft:daylight cycle). This creates the effect of the fog getting weaker when the player is not in the rain.


Special fog

This refers to fog used in special cases, which does not change with render distance.Template:Verify

Water fog

File:Transition fog mid.png
Water fog in a river, after 5 seconds.

When the camera is in Minecraft:water, a dedicated fog is applied to simulate this. Underwater fog progressively recedes with time spent underwater. The color and distanceTemplate:Only depends on the Minecraft:biome the camera is in (see Template:Slink for a full list). Template:IN, Minecraft:swamps and Minecraft:mangrove swamps have a thicker fog than most other biomes, which is controlled by the biome Minecraft:tag has_closer_water_fog.

When the camera descends into water, a much thicker initial fog is applied first, with the same color but obscuring the distance at 0.01 blocks, which is blended for 25% with regular fog at the start. The transition fog slowly disappears, being blended for 60% at 5 seconds and removed at 30 seconds.

Vibrant Visuals modifies underwater fog by brightening it more at the top and bottom of the sphere, while it appears almost black in horizontal directions. It is illuminated by directional lighting, and looking at a lit area when the camera is in the dark dynamically brightens it where light falls down.

Lava fog

File:Lava fog.png
Lava fog is so dense that it even fades held items on the HUD.

When the camera is in Minecraft:lava, an even thicker fog is applied. Its color is Template:Color. With this fog, normally the player can see only 1 block away. The Minecraft:Fire Resistance effect can mitigate the fog so that the sight distance becomes 3 blocks. In Minecraft:Spectator mode, the fog is even less opaque to reveal objects located within up to half the render distance.

Powder snow fog

Being beneath Minecraft:powder snow imparts another fog. Its color is Template:Color. With this fog, normally the player can see only 2 blocks away. In Minecraft:Spectator mode, the fog becomes thinner so that things within half of the render distance are visible.

Powder snow fog is illuminated by directional lighting with Vibrant Visuals.

Nether fog

Sky and weather fog in Minecraft:Nether biomes has a specified range of blocks and does not change with the render distance, like other types of sky and weather fog. It begins to appear at 10 blocks and becomes opaque at 96 blocks. The color depends on the Minecraft:biome, which is Template:Color in Nether wastes, Template:Color in warped forests, Template:Color in crimson forests, Template:Color in soul sand valleys, and Template:Color in basalt deltas.

With Vibrant Visuals, this fog uses the tint from the biome's atmospherics as well, although it simulates the same colors by illuminating them with rayleigh scattering.

Template:IN, the shorter fog distance is created by the dimension effect and does not apply in Nether biomes in other dimensions, while Template:In it is only controlled by the biome.

Volumetric fog

Template:Exclusive

File:Vibrant Visuals volumetric fog comparison.png
A comparison of volumetric fog off vs on in a pale garden.

With Minecraft:Vibrant Visuals and Minecraft:ray tracing, an additional dynamic fog is applied on top of regular fog settings. Volumetric fog has strong effect on how Minecraft:light behaves, which can be faded out, make the fog glow, or scatter into light shafts. It is applied in the air, with varying densities depending on the biome, and underwater, colored bright blue. At Y=320 and higher, volumetric fog is not rendered.

Volumetric fog uses the color from the regular fog, which uses the color and illumination from atmospherics and lighting. Depending on the biome, it further scatters in unique colors, or can absorb some light.

With Vibrant Visuals, fog in water and air can affect how light shafts behave with the Henyey-Greenstein G phase function. The strength varies from biome to biome.

Color grading makes all types of fog appear in different colors for each biome. The fog is barely visible at night, strong and orange/red at sunrise and sunset, brighter yellow when the sun is higher, and less strong at noon.

Vanilla volumetric fog settings

Template:Tabber

Fog modifiers

Blindness and Darkness

File:Blindness fog.png
Blindness fog

Minecraft:Blindness and Minecraft:Darkness set the fog color to pure black, also hiding the sky and its objects. Except for the Overworld air fog, it uses the regular colors with Vibrant Visuals. The sight distance with Blindness is 5 blocks, while the sight distance with Darkness is 15 blocks. Both Blindness- and Darkness-caused fog fade out when the effect ends, while Darkness fog also fades in.

Blindness has a higher priority than Darkness. The two effects do not work if the camera is in lava or powder snow.

Night Vision

File:Night fog night vision.png
Night fog with Night Vision

If the entity has no Darkness or Blindness effect, Minecraft:Night Vision makes the color of air fog, weather fog, lava fog, and powder snow fog brighter outside Vibrant Visuals, except the regular air fog at day in the Overworld.

Ender dragon

Template:ExclusiveTemplate:In development

File:Ender dragon fog.png
The shorter ender dragon fog

If the player is in a dimension where there's an ender dragon boss event, the sight distance in the render distance fog (not water, lava, powder snow fog) is half of the rendering distance, and the maximum sight distance is 96 blocks, similar to Nether fog.

Height

Template:Exclusive If the world is not a Minecraft:superflat world, and the camera is not in lava and not in powder snow, the brightness becomes power(clamp((y-minY)*0.03125,0.0,1.0)) of the original, which means that the color changes to pure black gradually from minY+32 to minY.

Template:IN, it is instead the Minecraft:sky color which gets darker.

Wither

Template:Exclusive If there is a Minecraft:wither boss event, the color becomes darker and slightly redder.

Objects unaffected by fog

Most things in the world are affected by fog. There are exceptions, most to all of which are presumably unintended:

In addition, the beams emitted by Minecraft:beacons and Minecraft:end gateways use an outdated planar fog boundary, rather than the modern cylinder shape.<ref>Template:Bug, Template:Bug</ref> The intended behavior may be for beacon beams to be unaffected by fog, at least of certain types and in some directions.<ref>Template:Bug</ref>

When these objects are in conjunction with objects that are faded by fog (like blocks) fully take on the fog's color while the other objects, like the sky, do not, making them easily distinguishable.

Custom fogs

Template:ForTemplate:Exclusive The currently active fog settings can be changed with the Template:Cmd command, which has settings for every Minecraft:biome. These fog settings can be customized using Minecraft:resource packs, or new fog settings can be added. When applying a fog setting to a biome, the identifier needs to be specified in the client biome JSON files.

Active fog settings are determined from three aspects:

  • Custom fog stack (from Template:Cmd command)
  • Fog settings for the current biome
  • Default fog setting

Whenever the game needs to get the current fog, it checks the fog settings from these three aspects from the top (the newest fog setting in the fog stack from the command) to the bottom (default fog setting) in order, until it finds a fog definition for the current fog type.

In other words, this is equivalent to that all fog settings from the three aspects are applied one by one from the bottom (default fog setting) to the top (the newest fog setting in the fog stack from the command) in order. The fogs in a fog setting applied later overrides that of earlier fog settings. Each fog type works independently.

Vanilla fog settings

Void fog

Template:Outdated

File:Void fog.png

In prior versions of Java Edition (specifically Beta 1.8 Pre-release through Minecraft:14w34b inclusive, up to its removal in Minecraft:14w34c), a thick black fog was introduced. As the player descended below Y=26, this fog would start to appear. As the player traveled deeper, the fog at the edge of the render distance would become closer until the player reached the first layers of Minecraft:bedrock, where visibility was reduced to just a few blocks, beyond which was complete darkness similar to the Minecraft:Blindness effect. The gray void particles started appearing below Y=7, as well as in the void.

The existence of this fog depended on a lack of sky lighting. If vent holes were opened up to allow skylight to enter an otherwise secluded underground space, void fog would no longer be present, so long as the player kept near this skylight source.

Void fog was removed late into 1.8's development for performance reasons and general community distaste.<ref>Template:Tweet</ref>


History

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Legacy Console Edition

Template:HistoryTable

Issues

Template:Issue list

Gallery

Screenshots

Water fog colors in Bedrock Edition

Note: Not all biomes with unique fog colors are shown here.

Night Vision fog

References

Template:Reflist

Notes

Template:Notelist

Navigation

Template:Navbox visuals

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