Hi guys,
I’m simply trying to do some volumetric light using ExponentialHeightFog and all, and get some pixels at light source.
What I really want is some STRONG volumetric shadows and strong light (nearly white at emissive points). Juste like some auto lights with gobo can provide : High brightness 60W Moving Head Gobo Light.MOV - YouTube
But still there’s this resolution
at the benning of my light.
Any idea guys ?Seems like most of the time the light is being casted realy far. Guess I’m missing something here.
Regards
I took a look on my end and only received this particular issue on a lower quality settings. Can you provide me with your project so I may take a deeper look into this?
Actually, it’s a bit better on cinematic and production quality, but still quite pixelated at origin.
Here is a blank project with the issue : http://lookcloser.fr/VOLUMETRIC.zip
thanks for your time
Thanks a lot . I was as well thinking about the fog ‘quality’ or ‘resolution’ to be the issue instead of any lighting parameter, while not having any fog parameter to change in the editor (I mean settings to adjust on the actor).
I’m gonna have a look at this using this command.
I know this is going to be ressource expensive… Waiting to test the raytracing on unreal soo, and the way it can manage volumetric lights.
regards
I took a further look into the issue, and this is something that is going to be expected since volumetric fog is inherently expensive. When you lower the quality it uses fewer z-slices to reduce the quality of the fog which is what causes the pixelation that you are seeing.
You can try adjusting r.VolumetricFog.GridSizeZ to improve its quality, but keep in mind larger numbers will be more expensive. Additionally you can also lower the lights intensity a bit to make the artifacts less noticeable, then adjust the fog settings to achieve the look you want.
sorry, i’m wrong :
"Scalability settings are basically just presets containing different console variable values. The Shadow Scalability setting affects two CVars for volumetric fog (aside from r.VolumetricFog, which enables/disables the effect entirely):
r.VolumetricFog.GridPixelSize (Lower is higher quality, but more expensive)
r.VolumetricFog.GridSizeZ (Higher is better quality, but more expensive)"
I cannot find any range value information