I noticed that godrays, very cinematic and beautiful feature of volumetric fog are not possible to achieve using raytracing. Or am I missing something? I’m able to create this effect with rhi Directx11 but not with DirectX12
My questions are:
- Is it something wrong with my computer? with my drivers, windows etc… or is this universal bug / feature / necessity ?
- Is there a workaround?
Steps to reproduce:
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create blank project from3rd person template, ray trace disabled, desktop quality
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delete all except chairs and floor (I don’t think that this step is necessary, but I wanted to go really from scratch, so I just kept meshes as something to cast shadow later)
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add directional light, set volumetric scattering intensity to 30
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add exp.height fog. Fog density set to 2, height fall of set to 2, volumetric fog checked enabled
= godrays are present -
go to project settings , raytracing check to enabled
restart required
after restart godrays are still there vut to truly enable raytracing (acording to documentation Real-Time Ray Tracing | Unreal Engine Documentation) you have to also set RHI to DirectX12, so… -
go to project setting - rhi -set it to DirectX12
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restart engine and there are no godrays in fog
I also tried to enable distance field meshes, thought was, that maybe it is needed t to generate them so they could cast shadows, but no success… but I don’t understand distance field meshes truly so maybe that is the mistake?
I also noticed that Quixels foliage looks really bad with anything other than DiretX12, translucency feels just wrong. So in the end, one is left with a choice to have nice foliage or to have god rays.