I noticed that godrays, very cinematic and beautiful feature of volumetric fog is not possible while using raytracing.
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:
-
create blank project from 3rd 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 (just to boost the effect)
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add exp.height fog. Fog density set to 2, height fall set to 2, volumetric fog checked enabled (just to boost the effect)
= godrays are present -
go to project settings, raytracing check to enabled
restart required
after restart godrays are still there but to truly enable raytracing (according to documentation https://docs.unrealengine.com/en-US/…ing/index.html) you have to also set RHI to DirectX12, so… -
go to project setting - rhi -set it to DirectX12
-
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.