Underwater Fog Help

I am trying a sample Underwater scene, similar to something simple which I have tried in another Game Engine before.

But, firstly I would like to see my fog a little darker. No matter how dark I keep the fog’s colors or the light, the fog is always illuminating, which is not much of a case in real underwater.

Also, could someone please give a few more suggestions as to how do I make the scene better? I am making some bubble particles, which I can share later, but other than that anything else? For example, how can I show light shafts passing through the water surface?

I am pretty well versed with UDK but UE4 seems quiet a new thing over all :slight_smile:

Thanks!

][1]Haha, co-incidentally, the solution you gave, did not work with me strangely. May be because I have the whole fog surrounded by terrains. Although what worked was, as you can see in the image, turning the Fog Inscattering Colur to almost completely black. Basically whatever color I wanted, I just put the V value on the HSV side to 0.001. It gave me the blue tint as well as the optimum darkness I want. So ultimately as you said, “Extreme Values”. :slight_smile:

As for Light Shafts, I will go through the examples you said, soon. But I would Love to have a control over them in the Lights only. Not comfortable with Blueprints till now at all :stuck_out_tongue:

Thank You! Will keep you updated.

Glad that it finally works!

There is a way to get light shafts by using a masked material on a plane as you can see in my screenshot, however it doesn’t help even when i click show hidden shadows in the plane’s properties so i couldn’t find a way to hide the mesh and get the light shafts only unfortunately.

If you aren’t comfortable with blueprints yet, those god ray blueprints may freak you out i suppose but you can experiment and work on it by copying one into your own project.

You need to use Exponential Height Fog. You can go as dark and dense as you’d like with that one.

If you are going to show underwater only, you could use an animated-panning caustics map as a light function for the directional light to imitate light refracting through the water. Can’t think of anything for light shafts right now though. :\

Edit: Nevermind…didn’t see that you had another screenshot showing caustics effect. :slight_smile:

Edit 2: You may want to give blueprint light shafts a try if you cant find any other way. There are some examples of that in Blueprints Example and Reflections demos.

Good luck!

PS: Just noticed that exponential height fog isn’t visible in editor view(must be a bug) so you’ll have to hit play to see the effect of your adjustments.

Hi,

I am using Exponential Height fog, but no matter how dark the colors of it, it still stays this bright. Do I have to tweak some other values? I tried some, but no use.

Also, I am already using an animated Caustic pan with an extra Spotlight, which has 0 hotspot focus so it only shows the caustics, but its only visible on the terrain surfaces. It can be seen in one of the images above :slight_smile:

Thanks!

This is what i get when i go extreme with the colour and numbers.

I find that if you have two Exponential Height Fog in the sceane one fog obj propbly can not work…i lose 1 hour to fig this out