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    Hey! Somebody asked this earlier and I'm curious as well... Can we have a mesh shaded as a domain for volume? Like... Say it's a mesh in the shape of a cloud? Is that possible? And it behaves as the domain for the fog?

    If not, here's another question: How would one go about setting up volumetric noise functions to appropriately define density of fog within a domain?

    Say, cloud noise, making the circular domain around the particle look like a foggy cloud?

    (I think I've made what I'm trying to create here pretty clear)

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      My question is how to make the light shafts appear without having to look at the light source. Is this possible at all?

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        Originally posted by HypnosVR View Post
        My question is how to make the light shafts appear without having to look at the light source. Is this possible at all?
        Yes, it certainly is. This was not possible before as light shafts were a faked effect for looking over the edges of objects at lights, but now, light shafts can be easily created as this is the very purpose of volumetric lighting. They can be viewed from most angles. To do this you just need to set up a domain for the volumetric lighting. This can be your whole world. Just add in an "exponential height fog" class, set it to have volumetric lighting in the details panel, and then just crank up the extinction scale to play around with it...

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          Yes i have done that. I have a little forest scene with the sun to the far left, volumetric fog enabled, and the scattering intensity is at 4 on my light source. i want to be able to look straight, with the light to my left, and to be able to see the light shafts that way, or possibly even turn to the far right, with the sun behind me and see the light shafts still.
          Thats what i was meaning, sorry for any confusion.
          Attached Files

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            I just put the simple particle thing onto a sphere and it doesnt work.

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              I did change the particle position to object position, but the object radius doesn't work with the sphere mask. Nut it works more or less.

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                Originally posted by HypnosVR View Post
                Yes i have done that. I have a little forest scene with the sun to the far left, volumetric fog enabled, and the scattering intensity is at 4 on my light source. i want to be able to look straight, with the light to my left, and to be able to see the light shafts that way, or possibly even turn to the far right, with the sun behind me and see the light shafts still.
                Thats what i was meaning, sorry for any confusion.
                This part of the opening post of this thread may be of help:

                Scattering Distribution determines how directional the volumetric scattering is - a value of 0 means light scatters equally in all directions, while a value close to 1 causes scattering predominantly in the direction of the light (you have to be looking at the light to see its scattering).

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                  Originally posted by HypnosVR View Post
                  Yes i have done that. I have a little forest scene with the sun to the far left, volumetric fog enabled, and the scattering intensity is at 4 on my light source. i want to be able to look straight, with the light to my left, and to be able to see the light shafts that way, or possibly even turn to the far right, with the sun behind me and see the light shafts still.
                  Thats what i was meaning, sorry for any confusion.


                  No problem! No confusion... Just turn up extinction scale... The shafts should be visible.... Perhaps turn up the intensity of volume scattering for your directional light?

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                    Okay so both of your suggestion did the trick. Now the world is to foggy lol. I dont guess there is a way to fix this..

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                      It's great, but is there a chance that we could get more control over the volumetric fog to achieve non-realistic results? For example, it's impossible to achieve distinct godrays without having a very foggy world. I'm not sure if it's possible to add some settings to remove global over-fogginess while retaining a distinct godrays...?

                      BTW. I even struggle to achieve the same look as in the promotional screenshot, in my case the big arc with tree would also be very foggy. Do I miss something? Thanks!
                      Last edited by Slavq; 05-25-2017, 07:10 PM.

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                        Is it somehow possible to produce turbulence in the fog? Basically just some 3D noise.

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                          Originally posted by jonimake View Post
                          Is it somehow possible to produce turbulence in the fog? Basically just some 3D noise.
                          I too have asked about this... I'd love to have some access to the volume material for the height fog in order to create a high altitude start and cutoff of the fog which has one of the 3D noise functions applied in order to simulate clouds...

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                            I'd like to thank for finally implementing volumetric fog Looks and works amazingly well.

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                              My issue is that we have two light sources (day and night) since we have a fully dynamic day night rotation. It only captures the daytime settings. When the sun goes down it totally wanks out. Maybe we need to find a method to hook in what sources it, but right now we cant find that answer.

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                                Also, would it be possible to have volumetric fog with directional lights that aren't atmosphe / fog sun lights? The reason I'm asking because I have a setup where I'm driving the atmospheric fog by code in C++ (manually rotating it and adjusting its brightness and colour via curves). It looks the same as with atmospheric sun light but with more control over the colours and brightness. The thing with that is that if I add an exponential fog actor in the level and enable volumetric fog on it, the directional light doesn't affect it since the atmosphere / fog sun light is disabled on it.

                                So basically I want the following:
                                • Fog sun light
                                • Manual atmospheric fog (as in the directional light doesn't override its properties)
                                • Working volumetric fog on exponential fog.


                                Would it be possible to separate the setting on lights? One checkbox for atmospheric sun and other one for fog sun light?

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