Atmosphere and weather
Beyond ambient darkness and mood, PostRoll adds four atmosphere layers you can stack:
- Atmospheric fog — animated drifting haze.
- Weather — clear / overcast / rain / snow / storm / fog state machine that drives several subsystems together.
- Volumetrics — god-rays / light-shaft effect.
- Reflectivity — wet-floor mirrored reflection.
All of these are configured in the Scene Lighting panel.
Atmospheric fog
Section titled “Atmospheric fog”A separate haze layer that drifts across the scene — useful for damp morning mist, smoky tavern, magical haze. Settings in the Atmospheric Fog section:
| Field | Effect |
|---|---|
| Enabled | Master on/off. |
| Density | 0..1 — how thick. 0.4 is a noticeable but pierceable haze; 0.95 is pea soup. |
| Color | Tint of the haze (defaults to neutral grey). |
Atmospheric fog drifts subtly on its own. It’s separate from fog of war (the explored / unexplored mask) — both can coexist.
Weather
Section titled “Weather”Weather is a high-level state that drives several lighting subsystems together so you can pick “rain” once instead of tuning fog density + ambient tint + particles + lightning individually.
In the Weather section, the Type select offers:
| Type | What you get |
|---|---|
| Clear | No overrides — your manual fog / ambient / mood show through unchanged. |
| Overcast | Light pearly haze + a cool tint nudge on ambient. |
| Rain | Cool grey haze + cool tint + falling rain particles. |
| Snow | Heavy soft haze + snowfall particles + cool tint. |
| Storm | Heavy dark haze + rain particles + periodic lightning strobe. |
| Fog | Pea-soup atmospheric fog only (no particles, no tint). |
The Intensity slider scales the effect strength. 1 is the recommended look; lower values dial down for a subtle hint.
Lightning
Section titled “Lightning”Storm weather has periodic strobes — brief brightness flashes across the whole lighting layer. The mean gap between strikes is configurable (defaults to 7 seconds for storm; the actual gap jitters around it so strikes don’t feel mechanical).
Volumetrics (god-rays)
Section titled “Volumetrics (god-rays)”Volumetric light shafts — the streaks you see when light filters through dust or fog. In the Volumetrics section:
| Field | Effect |
|---|---|
| Enabled | Master on/off. |
| Intensity | 0..1 — strength of the rays. |
| Decay | 0..1 — how quickly the rays fade with distance. |
| Source | What seeds the rays (see below). |
The Source select decides where rays come from:
- Lights — rays seed from your scene lights only. Token vision halos are excluded so you don’t get rays from every player’s flashlight.
- Scene — rays seed from the basemap’s painted detail (works well with painted sun-disc / cathedral-window maps).
- Both — blends scene + lights for the richest look.
Volumetrics are the most expensive single feature in the lighting stack. If your scene drops frames, this is the first thing to dial down.
Reflectivity (wet floor)
Section titled “Reflectivity (wet floor)”The Reflectivity section adds a mirrored copy of the lighting composite below a “floor” line — perfect for rain-soaked streets, a flooded dungeon, an icy lake.
| Field | Effect |
|---|---|
| Enabled | Master on/off. |
| Amount | 0..1 — how strong the reflection is. |
| Floor Y | Pixel Y coordinate of the reflection plane (the “ground line”). |
| Tint | Colour the reflection through (cool blue for water, neutral for polished stone). |
The reflection mirrors the lighting layer only — your map sprite stays as drawn. Pair with Storm weather and an inky tint for a noir noir noir look.
Putting it together
Section titled “Putting it together”A few weather-driven set-pieces:
| Scene | Mood | Weather | Atm. fog | Volumetrics | Reflectivity |
|---|---|---|---|---|---|
| Foggy graveyard at dawn | Moonlight | Fog | density 0.7, blue-grey | Lights, low intensity | off |
| Tavern fire scene | Warm Tavern | Clear | density 0.2, warm | off | off |
| Storm-tossed deck | Stormy | Storm | (driven by weather) | off | on, water tint |
| Cathedral with sunbeam | Daylight | Clear | density 0.3, neutral | Both, high intensity | off |
A note on performance
Section titled “A note on performance”At the bottom of the Scene Lighting panel there’s a Performance section with one control today: Penumbra quality (off / low / medium / high). This is per-client — each device picks its own based on its GPU. PostRoll auto-detects mobile and low-core machines and starts you on low; everyone else defaults to medium. Override if you have a beefy GPU and want crisper soft shadows, or dial down if you’re seeing frame drops.
Volumetric god-rays are the single most expensive effect — if you’re squeezing frames, that’s the first thing to disable. Then atmospheric fog, then storm weather (rain particles + lightning).
Related
Section titled “Related”- Scene mood and time of day — the foundational ambient that weather sits on top of.
- Presets and effects — using the GoboProjection primitive for “cathedral window” stencil shapes feeding the Scene volumetric source.
- Tags and preset packs — exporting your weather + mood combo for re-use.