As you can see, the cube (goes all the way back through the entire cone of the light) does cast shadow on the ground, but the volumetric fog still gets lit.
I tried following:
Enabling volumetric shadow (and almost any and all other checkboxes in the spotlight)
Toying around with scattering and extinction of the fog as well scattering of the spotlight
Building level
Enabling or disabling ray traced shadows and distance shadows
Sadly nothing worked and I’m really desperate by now, since this makes volumetric fog nearly unusable for scenes like forest, where you can see light illuminating fog through the trees.
I’m using basic cube mesh, however my issue is not that there isn’t any shadow projected on the ground, there is, the issue is that the volumetric fog is being lit under the box, even though it shouldn’t be. You can see in the screenshot that the cone of light is coming straight through it, instead of being blocked by the box.
The fog inside the blue rectangle shouldn’t be illuminated, because it’s in the shadow of the cube.
Try to recreate my second example, one spotlight, one wall mesh, exponential height fog → volumetric fog, nothing else. if you shine the light directly at the wall, the cone of light will be visible behind that wall, as if passing straight through:
The red square should be completely black, because the wall should block the light.