so I’m making a map where there’s a strong storm light every now and then.
I turn a strong spotlight visible for a few seconds using a Timeline.
Problem is, I have strong white artefact on the screen. It appears only when volumetric fog is active on my map.
I tried many differents light, postprocess and project settings but nothing works.
I am out of idea. Any idea how to fix this? Or do the storm light any different way ?
Probably some sort of caching system to optimize volumetrics. They are expensive so they probably only update in the view frustum.
Maybe try switching the spotlight for a direct light. It doesn’t have an origin so it may be coded to work better with global events light lightning.
It might also be because of temporal projection
from the documentation
Temporal Reprojection
“The volume textures (voxels) used by Volumetric Fog are relatively low-resolution and aligned to the camera frustum. Volumetric Fog uses a heavy temporal reprojection filter with a different sub-voxel jitter per frame to smooth out the aliasing. As a side-effect, fast-changing lights, like flashlights and muzzle flashes, leave lighting trails. To disable the contribution of these lights, set Volumetric Scattering Intensity to 0.”
I did originally tested for it to be a directional light, however the results are the same, there’s a weird trailing white in the screen, almost like they’re following the player’s screen.