I’m lighting an interior level and I’d like to set some fog covering the ceiling (more heightness, more fog). However, I’m having trouble with ExponentialHeightFog because it’s using “height” as an omnidirectional distance. Which means that fog is also affecting large horizontal corridors. Is there something I’m missing with this tool or should I try a different approach?
The problem in my case is that the ceiling is closer than the walls, so if I set the Start Distance too far to start farther than the walls, it also starts farther than the ceiling…
The player’s never going up there. Why not use a fog plane?
I guess you could also do a post process fog that depends on height from the player camera, rather than distance.
Hi, thanks for the tips. I think the custom post process fog would be the best solution here, but it’s a little too advanced for me at the moment (just starting with UE). I tried a few “fog plane” approaches and I ended up with a subtle niagara system that looks nice enough for now.
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