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    #76
    Originally posted by Maximum-Dev View Post
    As Tim says, only when your light is Stationary and is baked the reflection capture picks it up. Which is odd.
    I can see why Movable lights aren't captured. Because if they are captured and then the light moves, the reflection capture won't update. But that's where you can let the artist to decide which lights shouldn't be captured since not everyone bakes lighting and not every movable light is going to be moved.
    It would be fine if movable lights are not being captured if you could get the same shadows with stationary/static lights. But since the good shadows (as I like to call them) are only available with movable lights you are kinda stuck. (At least I haven't found a way to get the same shadows with static/stationary lights)

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      #77
      Stationary lights are meant as a way to get the dynamic lights on objects that are dynamic and baked lighting on static objects and be able to make the lighting match between them, it would be rare to have a case where you would use a dynamic light in a situation where a stationary or static light would work better, most likely that's why an option to make a dynamic light appear in reflection captures isn't an option.

      There's other cases where you could give user control to get specifically what you want (like grouping objects to be rendered in a thread for baked lighting) but that's probably something where they have to fit that into the other things they are working on with the engine.

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        #78
        Is there a way to get rid of these kinds of clipping issues without having to decrease the View Distance too much? I tried tinkering a bit with the r.VolumetricFog commands without any bigger improvements.

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        https://www.artstation.com/artist/apq

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          #79
          Play with the placement of the lights, and the source radius a bit.

          Comment


            #80
            Hi, could we have a step by step tutorial on how to create volumetric fog for newbies? I can't understand how to set it up and can't find any tutorial around.

            Thanks!

            Comment


              #81
              Originally posted by Drekkard View Post
              Hi, could we have a step by step tutorial on how to create volumetric fog for newbies? I can't understand how to set it up and can't find any tutorial around.

              Thanks!
              I noticed that you have to crank up the Extinction Scale quite alot to get any noticable effect, so that's maybe why it doesn't seem to work for you.

              It's just 4 quick steps basically:
              1. Place an Exponential HeightFog actor in your level.
              2. Tick the Volumetric Fog checkbox.
              3. Set Extinction Scale to 200.
              4. Place a light in your level. You can also tick the Cast Volumetric Shadow checkbox to get the nice shadowing effect.
              https://www.artstation.com/artist/apq

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                #82
                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.

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                  #83
                  Huh, not bad.

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                  Pity that with higher view distances it won't work

                  Edith:

                  Not bad at all!!

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                  Okay, it's been a while since I've said something like...

                  What the actual ffff...

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                  I just can't help it... This is amazing!

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                  Last edited by Z-enzyme; 05-04-2017, 06:46 AM.

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                    #84
                    hmm

                    pretty cool



                    excuse the blown out lighting, and the weirdness in some of my shaders 4.16 isn't playing perfectly nice with copy pasted ut. I'll have to give this a more in depth pass whenever ut gets ported.

                    Also, does this not work with static lights? I had to change mine to movable in order to get the effect to show up, perhaps lighting needs to be rebaked? I'm also still unsure of how to use the local controls to limit the fog strictly to the outdoors.

                    e: fixed up some shaders and updated the image
                    Last edited by Envieous; 05-04-2017, 01:27 PM.

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                      #85
                      Hi,

                      i also tested the volumetric fog and after a lot of tweaking it gives good results and it does what it should. You see 3 Lights in the same scene.. 1 Ambient Skylight only, 1 Directional Light and 1 Spotlight. To get shadows in the fog for the figure and only directional light, i have to change a tick in the mesh: Dynamic Inset Shadow (under Lighting) has to be off.
                      Mybe there are other ways to get there, but i like what comes out now. ;-)

                      Ambient Skylight only:

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                      Spotlight only:

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                      Directional light only:

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                      Attached Files
                      Last edited by KreatiVR; 05-06-2017, 04:33 AM.
                      KreatiVR:Interactive architecture visualization in 360° VR

                      Follow me on:

                      youtube:
                      https://www.youtube.com/channel/UCi4...0nondmottOLAuw
                      linkedIn: https://www.linkedin.com/in/martin-kogoy-99401a140/

                      Comment


                        #86
                        Originally posted by Z-enzyme View Post
                        What the actual ffff...

                        [ATTACH=CONFIG]139603[/ATTACH]

                        I just can't help it... This is amazing!

                        [ATTACH=CONFIG]139627[/ATTACH]
                        I'm sorry but in reality the atmosphere would get shadowed, in your case it's not there at all.
                        Source

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                          #87
                          The Atmosphere is there, shadowed and there

                          Comment


                            #88
                            Just wanted to say thanks for this fog stuff, it's a complete life saver for me where I'm at right now in Eden...



                            Performance is fantastic on my 5 yr old laptop, lose 2 maybe 3 frames per second with fog max.

                            Runs like forrest gump on my nice work machine of course.

                            Comment


                              #89
                              I though this feature would never come to UE4, it is really great it is finally in development.

                              I have some questions though (I haven't tried the UE 4.16 Preview):
                              Does this mean we obviously no longer need some mesh with tricky materials to fake the volumetric fog/lighting inside buildings and in dark areas? If so, what is the performance cost when using this feature?
                              Last edited by Ley0k; 05-08-2017, 10:01 AM.

                              Comment


                                #90
                                Originally posted by Ley0k View Post
                                I though this feature would never come to UE4, it is really great it is finally in development.

                                I have some questions though (I haven't tried the UE 4.16 Preview):
                                Does this mean we obviously no longer need some mesh with tricky materials to fake the volumetric fog/lighting inside buildings and in dark areas? If so, what is the performance cost when using this feature?
                                No, we don't need any tricky material stuff there. The performance is good and it is tweakable by Console commands r.volumetricfog. + something, it will give you hints anyway, so you can adjust the number of samples, the jitter, the temporal blending, overall quality. But still, it is quite good I must admit.

                                About the sphere mask, you can also use BOX mask to create a box like fog.

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