I am having troubles getting god rays like in this videos:
After placing all lighting actors and activating the “Volumetric Fog” on the “Exponential height fog” actor I see no god rays on the room. As one of the videos suggest I turn up the “Volumetric Scattering intensity” on the Directional light to see if I can exaggerate the effect. The result is a massive “white cloud” as you can see in the image below:
But it is sadly at a great cost, as Ray traced shadows look much much better than the Virtual shadow map. Does this means that you can not have volumetric shadows with Ray traced shadows on?
I have encountered this problem recently and luckly found this video for how to use Ray Traced Shadows and God rays at the same time. (It’s actually using two Sun light, one for lighting and another for the God rays solely) Although, unfortunately, this method only works for UE 4.26 or lower.
If you used UE5.3, you should close ray traced shadow in directional light first, and enable the volumetric fog in ExponentialHeightFog. Finaly, you should change the Extinction Scale value, now you can see the god ray. Read doc for Extinction Scale, it’s helpful.
going into the details panels of my directional light and searching for a setting called “light shaft occlusion” fixed this for me. Just type occlusion into the search box of the directional light settings, and then look for a setting called light shaft occlusion check the box so it’s on. there are also some settings underneath for tweaking it to your liking. I was able to have ray traced shadows on while using this setting.