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    Are there any plans to implement SSMS (ScreenSpaceMultipleScattering) into the fog System. Looks like someone has integrated it into Unity since 2016. And it's looking pretty hot in RDR2 right now!!

    https://forum.unity.com/threads/scre...tering.446647/
    https://www.youtube.com/watch?v=P7ckSQESnho

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      So does volumetric fog work in VR or not? As it is now it my 4.21.1 test the eyes are very different not resolving to a unified experience. I would say that either the left or right camera is placed wrong or something along those lines. Have I used it wrong? If not, is there a workaround?

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        (reviving old thread?) I have the same issue as augminded in VR. Right eye renders the light shafts/bloom with an offset from the light source. We are going to turn off volumetric altogether as it's taking at least 5fps. and fake it with some old school camera facing plane or something. I can'y even turn off the blooming and keep only the fog
        Working on 4.21.2

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          My scene has a room with open doors. Does anyone know how UE4 removes the high fog in the room?[/COLOR]
          [/COLOR]
          Last edited by JanyYZ; 05-23-2019, 02:00 AM.

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            misterbil augminded I had this problem too. Turns out vol. fog has issues with instanced stereo rendering; I turned that off and how I have proper fog in my VR project.

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              Hi, dont know if it was said before, but increasing fog distance crash the volumetric fog when the camera moves and the screen end up completely black. this doesnt happen in small scales. Shouldnt the fog be able to work as expected despite the scale? Is this a bug? Any solutions?




              PD: is there any plan to make the light functions work with the volumetric fog?
              PD2: It actually work with directional, not with point or other type, have to use the texCoord instead WorldPosition to map the function
              Attached Files
              Last edited by II_ADN_II; 06-05-2019, 02:47 PM.
              Check 3d tips! POLY DNA

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                Bump, any workaround or solution?
                Check 3d tips! POLY DNA

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                  Originally posted by II_ADN_II View Post
                  Hi, dont know if it was said before, but increasing fog distance crash the volumetric fog when the camera moves and the screen end up completely black. this doesnt happen in small scales. Shouldnt the fog be able to work as expected despite the scale? Is this a bug? Any solutions?




                  PD: is there any plan to make the light functions work with the volumetric fog?
                  PD2: It actually work with directional, not with point or other type, have to use the texCoord instead WorldPosition to map the function
                  Bumping for help
                  Check 3d tips! POLY DNA

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                    Even if that was supported, you wouldn't really get much back. You'd be stretching the volume texture reeeaaallly far and would lose any/all definition from shadow casters. Only use case of volumetric draw distance of 100,000,000 that I can think of is a planetary-scale game, which UE4 doesn't really support out of the box anyway so you'd likely be looking at a custom solution.
                    Lighting Artist II @ Crystal Dynamics
                    ArtStation
                    Twitter

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                      Originally posted by rosegoldslugs View Post
                      Even if that was supported, you wouldn't really get much back. You'd be stretching the volume texture reeeaaallly far and would lose any/all definition from shadow casters. Only use case of volumetric draw distance of 100,000,000 that I can think of is a planetary-scale game, which UE4 doesn't really support out of the box anyway so you'd likely be looking at a custom solution.
                      The problem is that you can use the volumetric fog to simulate sun rays trough the clouds. It works perfectly but only in really small scales. There isnt a reason why this shoudnt work on a real scale since the resolution of the shadows and the volumetric fog still the same. Also the draw distance of 100,000,000 is just as an example in an empty scene, unfortunately it breaks much earlier in a standard game scene with lots of assets.
                      Check 3d tips! POLY DNA

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                        Volumetric fog and DOF seam to create artefacts with translucent material..The Material: Details panel > Translucency unclick Enable Separate Translucency.doesn't work well, even for a volumetric fog (with transclucent material) ...Where we can find very special but interesting artefacts here: (https://www.youtube.com/watch?v=36Qoq_kB9jk)

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                          Originally posted by Citymmer View Post
                          Volumetric fog and DOF seam to create artefacts with translucent material..The Material: Details panel > Translucency unclick Enable Separate Translucency.doesn't work well, even for a volumetric fog (with transclucent material) ...Where we can find very special but interesting artefacts here: (https://www.youtube.com/watch?v=36Qoq_kB9jk)
                          It is very important if you could create a small repro project (basically stripping most of the content and using replacements props) and send it using the Bug Submission Form using this link

                          That is the better way to make the developers aware of the issue.
                          Nilson Lima
                          Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                          Join us at Discord: https://discord.gg/uFFSEXY

                          UE4 Marketplace: Cloudscape Seasons
                          supporting: Community FREE Ocean plugin

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                            OK, thanks, i will do it...

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                              When using console coomands

                              r.VolumetricFog.GridPixelSize

                              r.VolumetricFog.GridSizeZ

                              Are they saved with the level?
                              Also what are the default values of the commands mentioned above?

                              Thanks!

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                                Originally posted by Tisanim View Post
                                When using console coomands

                                r.VolumetricFog.GridPixelSize

                                r.VolumetricFog.GridSizeZ

                                Are they saved with the level?
                                Also what are the default values of the commands mentioned above?

                                Thanks!
                                The values are not saved in the level. You have two choices:
                                - use an execute command inside level blueprint and set them
                                - set the variables inside the project's engine.ini

                                The default values are the one you receive as return once you type at the console the variable names without specifying a value to change them.
                                Nilson Lima
                                Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                                Join us at Discord: https://discord.gg/uFFSEXY

                                UE4 Marketplace: Cloudscape Seasons
                                supporting: Community FREE Ocean plugin

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