Okay, brace with me here because I’m very new to working within Unreal Engine. I usually use things like Maya and Blender so I understand the fundamentals. All I’m trying to do is render out a nice looking 10 second zoom on a scene I’ve built. I outsourced a localized volumetric fog that comes with a blueprint graph editor, and this whole blueprint thing is a little confusing to me as well. So in my screenshot of one of my final render images, you can see there’s some banding/stepping in my localized fog (see bottom of image). I’m in MRQ because apparently that’s the quality one to be using, although at first I was using Legacy Render it the banding occurred there as well. It doesn’t appear consistently, it just depends on the angle in which you’re looking at it (note the fog behind my character - fine from this angle.) I’ve tried everything trying to get rid of this issue but it’s very persistent no matter how I tweak my settings. I’ve tried the following adjustments so far:
turning off all lights’ megalights
disabling all lights’ cast ray traced shadows
turning on all lights’ cast volumetric shadows
turning up scattering value in exponential height fog actors
enabling order-independent translucency in project settings
rendering in .exr 16-bit
entering in “r.VolumetricFog.GridPixelSize” values as low as 1 via the console command
Also I sought out help from chatgpt and all I really want to do at this point is strangle chatgpt because it just has me running in circles. It did however tell me to try these console variables, see my second screenshot. Those aren’t helping but maybe there’s something in there? Also I don’t know if this is anything but I’m scaling my local fog to cover a large region, but I mean I need to otherwise I’m gonna have to plant like 20+ of them. I’ve seen videos where people create these local fogs in a simple cube, which mine is set within as well, and they seem to size the cube with no issue.

