I don’t think I can replicate this exact flickering issue using my setup. If I turn off the blur and get the distance just right I can maybe reproduce something like this, but I don’t think it really flickers back and forth the same way as I see in your example. Would you be able to create a reproduction project that has this fog particle, material, lighting, and rendering setup, and / or can at least reproduce the flickering issue. It could be some interactions with the Material, the Niagara system setup, or your specific lighting / rendering setup that is causing this issue.
In my scene I have a big cube behind the camera that is casting a long shadow from a directional light. Since I’m using the default settings there isn’t much light bleed in my setup. Bleed would come from sampling between two voxels, one that lies in shadow, and one in light. These voxels could be very far apart if the volume is large and the resolution low.
While testing this again with your settings, I’ve realized that there is actually another major source of lighting inconsistency across the translucency lighting volumes. If you have Lumen enabled, the translucent lighting is also affected by Lumen’s radiance caching and its relevant translucency lighting settings. If you do have lumen enabled, it is likely that your radiance cache clipmaps are not large enough to cover your current translucency light volumes. Can you try setting your global illumination method in you post processing volume to None, and re-checking this issue, to isolate whether this is caused by the translucency light volumes, or by Lumen radiance caching. All the CVars for controlling the Lumen settings for translucency are under r.Lumen.TranslucencyVolume.*. The major one you’ll probably want to test adjusting is r.Lumen.TranslucencyVolume.EndDistanceFromCamera. This is default 8000, can you try adjusting it to match the size of your Translucency Light Volume1, as listed by r.TranslucencyLightingVolume.Debug 1 (not the direct CVar values you set). You should also be aware that r.Lumen.TranslucencyVolume.EndDistanceFromCamera is scaled by FinalPostProcessSettings.LumenSceneViewDistance / 20000.0f as well, so your post processing volume settings will also affect this.
To visualize the Lumen translucency volume radiance cache, you can set `r.Lumen.RadianceCache.Visualize 1` + `r.Lumen.TranslucencyVolume.RadianceCache.Visualize 1`. You can also use r.Lumen.RadianceCache.VisualizeClipmapIndex to visualize specific clipmaps. Note that increasing r.Lumen.TranslucencyVolume.EndDistanceFromCamera will likely have performance implications if you find you need to do that.
Below is an example showing the effect of r.Lumen.TranslucencyVolume.EndDistanceFromCamera when Lumen is enabled*.*
r.Lumen.TranslucencyVolume.EndDistanceFromCamera 8000
[Image Removed]r.Lumen.TranslucencyVolume.EndDistanceFromCamera 40000
[Image Removed]
FYI, my colleague has also answered a similar case to this in the past. You can review his response [Content removed] It might give you some more ideas on how to work around this issue. One of his suggestions was to switch to a dithered masked material at a distance. Of course the problem with this is trying to hide any popping with the transition.
Regards,
Lance Chaney