Unreal 5.6 - Heterogenous Volumes indirect lighting setting doesn't work anymore

Hi, all

I opened a 5.4 project in 5.6 (opening a copy), and these settings made no difference. The shadows in my VDB clouds remain dark.

r.HeterogeneousVolumes.MaxTraceDistance 50000
r.HeterogeneousVolumes.IndirectLighting 1

All settings for heterogeneous volumes in the project settings are also applied. Bug or are did I forgot something?

tia, urig

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Did you fixed the problem? Because in my project HV_IL still not working :confused:

Nope. I was sick for some weeks and will give it his week a new try.

Hi there! Had this struggle for few days but seems work out! You should use r.HeterogeneousVolumes.IndirectLighting.Mode 1 or 2, it feels like this mode describe how to treat Indirect Light! Once you set it in 1 or 2 mode, the command .HeterogeneousVolumes.IndirectLighting will work as usual!

Thx for your reply. Unfortunately it didn’t work for me in 5.6 & 5.7.

I am working in 5.6 too and just checked it on blank project! Works perfectly! Here is my pipeline:

  1. New blank project
  2. Import some random cloud from Free VDB Clouds Pack
  3. Copy SparseVolumeMaterial from Engine folder and create instance
  4. Add Sparse Material Texture, that been created after import to your Sparse Material Instance
  5. Drop Heterogeneous Volume on level and scale it to 50-100%
  6. Add Instance to Volume and here you have your black ugly cloud
  7. Type r.HeterogeneousVolumes.IndirectLighting.Mode 1
  8. Type r..HeterogeneousVolumes.IndirectLighting 1 and boom we have white cloud
  9. Set Density Scale around 0.05, albedo scale to 1 and you have prefect fluffy white cloud
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