UE5.3 Raytracing Transluceny with Volumetric Fog

Hi everyone!

I am developing a lighting system and it includes elements such as day and night cycle and volumetric fog.

I use ray tracing for translucent objects in my scene, but when volumetric fog covers the scene, even though fog comes in front of every object and the lake is in the background, my lake material is not affected by this fog and gives the impression of being in front of the fog. How do I prevent this?

The fog must also stay correctly on transparent objects.

Without Volumetric Fog:

With Volumetric Fog:

The result I want to have is:

Post Process Settings:

Thanks!

what’s the lighting mode for the water material? i get this result with “volumetric xyz”. it reflects the ambient light and “glows”. not sure how you get the darkness. either way it should be surface translucent volume or forwardshaded, then it works.

the other alternative is using a single layered water material… if you got the beef to run it… so you can have some depth fogging in it.

Hi @glitchered,

I tried forwarding shader but it’s looks like same. You can review the image