I’m working on a cinematic in UE 5.2, and the issue I’m having is that the heightfog becomes drastically reduced when using the path tracer renderer. The image shows a comparison between the deferred renderer and PT.
I’ve tried cranking up the fog density, and adjusting where the widget is in world space, but it’s still not dense enough. It’s there, but I can’t seem to get it to match the deferred renderer. Any ideas on how I can get the fog to match while using PT?
Also, does anyone know how to get rid of the harsh black space? I have nothing there, and tried adjusting the ground radius in the Sky Atmo, but it’s still there. I’m using a mirrored skybox, so there should be info there, but something is blocking it.
@Black_Howling I tried to reproduce your scene and I think there are 2 things happening here.
The harsh horizontal line and the black color at the bottom is the “Lower Hemisphere Color” that does not render in Raster but apparently it does in PT
The solution I found worked for me was to scale the sphere much bigger (5000 units) you should play with this number, I went super high just as a test but it worked
Exponential Height fog with Volumetric fog checked only, you should play with the Fog inscattering color if you want something different for your art direction