Bloom shaft problem

hi
i have this problem that happens to me often with bloom shafts and windows. Bloom shafts are causing this:

How can I fix that? Light shaft settings:
obraz

If you’re referring to the dark windows, then I can answer that problem to an extent.

What you’re looking at is a transparency sorting issue, where Unreal isn’t sure where the windows are drawn in the scene in relation to the light shaft. There are many ways of resolving this problem, with different options depending on your perf. budget and game type.

First off, screen-space light shafts tend to have interesting quirks in my experience, so you may want to consider volumetric fog if you’re looking for a more stable and consistent effect. You can adjust how a given object or material sorts with translucency, as well as a few other handles. UE5 also got an option for order-independent transparency, but I’m not sure it’s available as of the last main release.

Separate translucency, thanks :slight_smile: Actually on the screen it is volumectric fog

Ah, I think I know what’s happening. To my knowledge, light shaft bloom only applies to the screen-space light shaft effect, not the volumetric fog system. If you have a very specific lighting pipeline already in place then ignore my suggestions, but you’ll probably get better luck if you adjust the volumetric scattering value in the light source, and or the extinction value for the fog globally. This lets you edit the brightness of the fog, and you can adjust bloom in the PPvolume as well, as you know.

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