@Arkiras Hello
Yes this is possible to achieve dense height fog without that HeightFog component.See ExpxonentialHeightFog section from Sky Atmosphere Component in Unreal Engine | Unreal Engine 5.1 Documentation
I prefer to use the sky atmosphere as opposed tot he height fog: more consistent lighting. But it needs a bit of setup because by default this component is made for large scale participating media. This is what you should do:
- You need first to make sure that r.SkyAtmosphere.AerialPerspective.StartDepth is very small. By default it is 0.1 meaning 100 meters: aerial perspective will never be applied before that. This is done because typically aerial perspective is not super strong and it is a good optimization to skip computation on close up pixels using hardware depth test and depth bounds test.
- I recommend you play with Mie scattering only. You will need to increase scattering or absorption density to a high value (I was using 20 or more IIRC). Keep in mind that those density can go above the slider range: the sliders are just there to represent typical range but you can go above.
- If you use the default setup you might want to bring the aerial perspective volume texture world depth from 96km to a range that makes sense for you (maybe 5 km) to get more accuracy from each depth slices (using r.SkyAtmosphere.AerialPerspectiveLUT.Depth 5)
- optional: you can also reduce the Mie height distribution for the fog to sit closer to the ground.
- optional: you can also play with aerial perspective scale from the art direction section
Positioning will become easier when you also get the atmosphere transform in 4.25.