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    There seems to be a bug when using world position in a light function in combination with volumetric fog. Notice in the attached images the incorrect masking of the volumetrics. The expected result would be that only the volumetrics below the cube surface are darkened similar to the sides of the cube. The issue is also camera relative, so this masking flies around the scene depending on the camera angle making this combination of features unusable.

    To make matters worse there doesn't seem to be a way of disabling the light function just for the volume fog effect. In my usecase (and I imagine for others as well) I wouldn't need that anyway so it seem like a useful optimization to offer that option.

    Edit: I submitted a bug report with an example project here on answerhub.
    Attached Files
    Last edited by Arnage; 08-15-2019, 06:44 AM.

    Comment


      I didnĀ“t find any discussion about theatrical lighting, sorry if there is some.

      But my question is:
      Is there anyway to make volumetric lights with gobos like in this picture?
      I already try in lightfunction material and it works in objects and surface. but not in the air.



      Click image for larger version

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        Hello,

        I just start on ue4 and I'm working on my first project, so i want to apply a local volumetric fog, and I already follow the instructions to do it with the ue4.21 version and it worked very well, so now I wanna do this again in the ue4.23 and it doesn't, I don't understand why.

        I made the material, I customize it a little, after that I run it through a particle, set the light and the exponentiel fog and it worked. I do all this once again, I read all the volumetric fog ue4 docs, and idon't what I forget.

        So, it will be welcome if someone can help me to solve this problem.


        My computer run with
        -i7 4770
        -16GbRAM
        -nvidia GeForce GTX 1060 OC

        Thanks for your help!

        Comment


          Originally posted by II_ADN_II View Post

          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.
          Any workarround?
          Check 3d tips! POLY DNA

          Comment


            I have a project with Niagara plugin enabled on UE4.22.3 and I am following this tutorial to build a fog particle system. https://www.youtube.com/watch?time_c...ture=emb_title However, I first tried to create the material and apply it to a Niagara particle system, I've gotten some errors, so I deleted that particle system from content and project and went back to implementing exactly how it's done in video with a regular cascade particle system. However, my material is getting errors related to Niagara still, and it's not rendering properly. I've attached a screenshot of the material function and errors. Anything I'm doing wrong? maybe I should disable Niagara? I'm using it with another particle system that works fine, so I'd rather not...

            UPDATE: I upgraded the project to 4.231 and I get the error:

            [SM5] /Engine/Private/VolumetricFogVoxelization.usf(61,33-110): error X3004: undeclared identifier 'VertexFactoryGetTranslatedPrimitiveVolumeBounds'

            UPDATE 2: I disabled the Niagara plugin and the volumetric material now works... so It's not possible to use volumetric materials with Niagara? Or should I do something different?


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            Last edited by vbs; 12-03-2019, 03:16 PM.

            Comment


              Originally posted by Pixelpirates View Post
              Thanks for volumetric fog, it's great. One thing I miss though is the ability to check with lighting channels affect the fog.
              In a project I'm working I'm using a separate lighting channel for a couple of lights that follow and light the main character but nothing else, and as it is now those lights light the fog as well as the character.
              Did you ever manage to solve this? I'm getting a similar error when using objects lighted by channels different than 0 - https://youtu.be/-1FZkZJtIvE

              Comment


                Is it normal for the fog to react this way for objects using any lighting channel combination other than straight Channel 0?
                https://i.imgur.com/ZTe0GR0.mp4


                This was working in 4.22
                Last edited by inedible.red; 01-07-2020, 11:44 AM.

                Comment


                  inedible.red

                  Are you using static, stationary, or movable skylight or directional light (the light that's lighting the whole scene)? It appears that using the selection box function, whether to select a character or simply starting to use it, triggers the problem. It could be something in the volumetric fog material's settings, such as domain or if it's not set to per-pixel (default is per-vertex). Post this in AnswerHub and see if you get more knowledgeable replies? In here it's likely to get ignored.
                  Last edited by presto423; 01-10-2020, 02:19 PM.

                  Comment


                    Originally posted by preston42382 View Post
                    inedible.red

                    Are you using static, stationary, or movable skylight or directional light (the light that's lighting the whole scene)? It appears that using the selection box function, whether to select a character or simply starting to use it, triggers the problem. It could be something in the volumetric fog material's settings, such as domain or if it's not set to per-pixel (default is per-vertex). Post this in AnswerHub and see if you get more knowledgeable replies? In here it's likely to get ignored.
                    All my lights are movable. Selecting makes visible the character "selection ring" (golden circles) that's using the lighting channel 1. I can replicate the problem by just adding a mesh in-game and switching the lighting channel 1 on and off.

                    Comment


                      "All my lights are movable. Selecting makes visible the character "selection ring" (golden circles) that's using the lighting channel 1. I can replicate the problem by just adding a mesh in-game and switching the lighting channel 1 on and off."

                      I have encountered a similar issue where viewing the scene from above it, or at a steep angle to it results in the lighting going super bright, at a gradual rate rather than instantaneously. I'm wondering if it has something to do with lighting channel 1. Does it need a specific setup before using it? Why would adding a mesh or using channel 1 or not cause the problem or not, respectively. Or is it another one of those 'defies simple logic' problems that UE4 is infamous for.

                      Is the scene using an LPV (light propagation volume)?

                      Comment


                        Originally posted by preston42382 View Post
                        "All my lights are movable. Selecting makes visible the character "selection ring" (golden circles) that's using the lighting channel 1. I can replicate the problem by just adding a mesh in-game and switching the lighting channel 1 on and off."

                        I have encountered a similar issue where viewing the scene from above it, or at a steep angle to it results in the lighting going super bright, at a gradual rate rather than instantaneously. I'm wondering if it has something to do with lighting channel 1. Does it need a specific setup before using it? Why would adding a mesh or using channel 1 or not cause the problem or not, respectively. Or is it another one of those 'defies simple logic' problems that UE4 is infamous for.

                        Is the scene using an LPV (light propagation volume)?
                        The whole scene is dynamic so I don't need a light propagation volume... I think? I have a few other things that got push forward from my backlog but I will try this configuration on a clean project as soon as possible and submit a bug report if necessary

                        Comment


                          The LPV is a dynamic lighting feature. It basically enhances dynamic GI (global illumination), according to the doc page on it, at least.

                          Comment


                            Originally posted by inedible.red View Post

                            The whole scene is dynamic so I don't need a light propagation volume... I think? I have a few other things that got push forward from my backlog but I will try this configuration on a clean project as soon as possible and submit a bug report if necessary
                            Dont use lpv, it has been dead for i think over a year.

                            Comment


                              Some comments :
                              " Your getting there, but LPV has been abandoned for over a year now, give or take a few months " https://forums.unrealengine.com/deve...ytracing-noise

                              " Are you both utilizing Light Propagation Volume at all? It has problems with self-shadowing and back in version 4.20 cannot be confused with Lightmass GI because it is somehow not compatible by being dynamic GI "
                              https://forums.unrealengine.com/deve...n-meshes/page2

                              Here prob the best evidence https://forums.unrealengine.com/unre...consoles/page2 , " Originally posted by darthviper107 View Post
                              I think LPV was abandoned because they want to do something better, though I guess by now they could have gotten LPV to a usable state until they could get a good dynamic GI system in.
                              This and probabaly lack of company push in this direction (noone is interested and they don't need dynamic GI for their games). "

                              So ya, I'm yanking it too.
                              Solo but Seismic - feel free to apply
                              https://neighborlee1.wixsite.com/theheartseed

                              Comment


                                Originally posted by Pixelpirates View Post
                                Thanks for volumetric fog, it's great. One thing I miss though is the ability to check with lighting channels affect the fog.
                                In a project I'm working I'm using a separate lighting channel for a couple of lights that follow and light the main character but nothing else, and as it is now those lights light the fog as well as the character.
                                Is this feature planned ?

                                Comment

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