Hi there,
So, I am struggling with a material that uses LERPs to assign sections of texture to a material. The material looks great and works okay in the world normally, but as soon as I put an exponential height fog actor in there, the material’s LERP layers literally disappear! Here are before and after pics of the material:
There is no documentation or forum discussion on this topic! Can anyone help me out?
CorsairOfLight
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Hi @CorsairOfLight Can you share more about your material and the height fog set up?
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What in particular do you need to know? Do you need blueprint screenshots of the Lerps in the material?
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About the fog, let me know :
- Fog Density
- Fallof
- Scattering
- Fog Max Opacity
- Inscattering Color
- Start Distance and CutOff
Probably one or more of these values are too higher/lower.
Another question, in your scene are you using a directional with light shaft or a light function material? I saw they’re not supported yet while using volumetric fog, here : Volumetric Fog in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community
The only thing I’ve noticed is that– regular or volumetric– the more the fog fades in the more the material Lerps fade out. That narrows it down to having fog at all vs. all of the fog features mentioned. But if you still think they might be the cause, all fog features are at default settings besides inscattering color (which is a dark aqua), all that changed was the density of the fog, which as it approaches, it wipes out the material lerps.
I am using a spotlight for the lighting in this case. It has a caustics light function, but doesn’t affect the lerps on their own as far as I know?
Hope this helps!
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Can you share a screenshot of the material graph? Not sure how fog could affect it but…
Did you tried to reduce fog density?
Yes, but it still defeats the purpose, the rocky part of the texture needs to show up even when shrouded in fog…
First image is an overview of the most important part of the material graph. Second shows in this graph where the lerps are.
Hope this helps!
Unfortunately he first graph is totally illegible, so I can’t see if anything could be wrong or replicate it. Can you provide it higher resolution / more zoomed in so all of the nodes names are visible? I don’t need to see every layer necessarily since I assume that’s the same on each. But I’d like to see the whole chain from the layer sample to the lerp that is actually driving the blend.
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This one can be the cause too. Try to use a light without light function material. Let me know. About the screenshots, I agree with @BananableOffense
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My apologies, here is a better image. It was hard to make, that’s what I was trying to avoid the first time around.
Still a bit blurry so I can’t tell for sure.. But my money is on the fog being rendered into the texture that you are using to drive your landscape blends. You seem to be using some kind of render target texture as a mask? Go into wherever that texture is being captured from (presumably a scene capture component) and make sure that the fog is hidden from that component.
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Unfortunately, Unreal forums aren’t allowing very high-resolution posts, because I checked and the file resolution on my end is at 2x Blueprint Zoom.
I will look into the scene capture settings! That’s a great consideration.
Dude, you are so frickin’ brilliant. Thanks a million for saving my project, it was due this week and now I don’t have to rely on an ugly post process scene depth “fog.”
Thank you for your time both of ya’s, you were very helpful, @BananableOffense and @Cykablatta .
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