Screenshots below explain best. With Light Shaft bloom enabled, distant landscape meshes become bright and stand out from surrounding fog. Without they blend in fine. This destroys my distant scenery.
Is there any update on this? This issue is crucial for what I am doing. It is not fog on second thought, it is that additive bright layer that sun renders is rendered on top of opaque geometry but not on top of translucent (water).
Here is an in-game screenshot showing extend of just how big difference is:
And this is what happens to a tornado, which has a 100% seamless blend between an opaque and translucent material → Until sun is nearby and it does this:
Sjoerd,
Thank you for your report. I was able to test this issue and have concluded that it is a known issue (Light Shafts and Translucecny aren’t interacting correctly). Our developers are aware of its existence and are rectifying problem as quickly as they are able.
Cheers!
Is there any update on this problem? It has been about 8 to 10 months since I reported this and problem is still very much so in current build. It is a very noticeable visual error in Solus right now.
Hey Hourences,
I apologize for delay in response. Would you mind opening a new post on AnswerHub for us with as much updated information as you have on problem so we can address it there? Archived posts like this are good for reference but we sometimes miss them when they pop back up. We’ll make sure we get our rendering team to look at it again and see what’s going on with bug. Thanks!