Hello there,
In our project we work with real-life scale terrain/databases and the Geo referencing plugin. We need to implement a global fog solution to bring more realism but we are facing a wall.
For the reproduction steps I described which is a good example of the issue we are facing, when we get far enough from the sky atmosphere or if we try moving around the curvature of it following the clouds, the exponential height fog actor makes the screen completely white as if it could not follow the curvature compared to the other actors that seemingly adapt correctly. It’s like if we were below ground level, which should not be the case since we are using a sky atmosphere that mimics the earth curvature.
After spending some time it looks like the exponential height fog uses a planar projection in the shader code which could explain why it works this way and do not adapt the same way volumetric clouds do with the Sky Atmosphere. However I did not find something that indicates it can behave the same way volumetric clouds do, e.g : render in a flat world by default and as soon as we use a Sky Atmosphere, they adapt and render in a curved volume.
Is there something I am not aware of that could make the exponential height fog round planet compatible? Or would that be an engine update?
I would be glad to know about any solutions or work-arounds for such an important feature for us.
Best regards,
Julien