AFAIK the ālagā is part of the volumetric fog latency and cannot be changed.
Not sure if that will help you, but in our case, we tried to handle this weird effect by lowering down parameter called āVolumetric Scattering Intensityā in the light settings. If you set it to 0, no blury stuff will happen, but also the light wonāt create volumetric shaft.
Actually, Iāve asked my colleague programmer and he said you could mess around with these two commands: r.VolumetricFog.TemporalReprojection 0 (or 1) r.VolumetricFog.HistoryWeight 0.5 (or different, default is 0.9)
however, use them on your own risk, I donāt know the impact on performance for example.
Thank you for the ideas, I tried all in different combinations but it seems, at least on 4.26 - no luck. I always get this pixel look even with a basic spotlight.
Disappointing but maybe in 5.1 itās different? will try to convert my project one day and try.
I see, tbh volumetric fog causes some problems, and the biggest one for us was the performance, in our games we usually ended up with fake shafts made with cone-like shapes mixed with custom cheap fog.
I might end up using also just cone shapes with some transparency to mimic a beam of lightā¦no other way, but feels funny to do so since other programs like Notch/Unity do those effects without any issues.
Luckily I donāt need the beam to light anything in the scene, itās just for the beam effect - so cylinders might work if mapped correctly with alpha etc,
Hi there, I would also suggest to create a cone with an additive material using a gradient/fog texture. Unfortunately the volumetric fog is voxel based and this tends to create artefacts with movement. Additive mode makes it much more optimised than translucency, and much much more optimised than using volumetric fog, while unfortunately itās not as straightforward as just using volumetrics but at least you wonāt have any visual glitches!
Thank you for clearing this up.
Honestly since Iām not trying to light things up, mostly just showing beams - doing it in the fake way might be enough and better for performance.
However Iām not so informed about how to get a cone to look like an organic/soft light beam vs. an emissive cone.
To begin with, use basic unreal Cone shape and apply material Iāve attached a screenshot of.
Itās a simple starting point to understand what you are doing, then you can mess around with the material, assigning different colours and altering the opacity distribution if you wish.
Your next step would be to create your own mesh without the faces on the bottom of the cone (youāll see what I mean when you get there).
Also, we usually cut the tip of the cone to better match lamp meshes, but you can create slightly more complicated material to control the opacity of the tip so it wouldnāt be so sharp at the top.