Volume Fog COMING THROUGH ROOF??

Hiya, how come my volume fog ignores geometry? It just seems to do it globally regardless of objects. So it comes through the roof etc not just the windows (attached). Any ideas?

I followed this tutorial but somehow my volume light is behaving differently.

Thanks,
Adam

Put a post process in there, you’re suffering from auto exposure.

Without

with

Settings

image

Cheers, this helped a little but the light still passes through the geometry. I can kind of see the source of light through the ceiling when looking up… Hmmm, hoping there’s a simple setting to resolve this. Anyone ever experienced this before?


Did you set the PP on infinite bounds?

Yep. Interestingly it renders perfectly using the path tracer. But need it working with lumen.

Have you got the sun set on an astronomical figure, like 500? ( I was using 20ish )

Also, I’m assuming these are meshes with structure, ie, not planes?

I’m using default 10 lux, tried altering but no change. Yeah the meshes are just copies/rotations of the floor that comes with the starter template. As it works with path tracer could it be a lumen project setting?

Just as an aside. I can alternatively get light shafts to work in the directional light, but these only work with an on-screen light source. Whereas I need perpendicular rays from an off-screen light source 90° or more from the viewing angle.

It’s as if the materials are being culled from the other side. I did play around with some console variables in another project. Do they transer to other projects? Or does each return to default? btw is it possible to return all console variables to default with one command or button?

Nope.

Ok, no idea I’m afraid… :frowning:

No worries. Cheers for efforts. Weirdly it works with exact same settings in the ‘ArchViz Interior’ scene - which I upgraded from UE 4 to 5.1. Perhaps UE5 changed some default project settings? Just gotta somehow figure out which one. My guess is it’s a geometry issue/setting somewhere.

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Figured out this is an issue with the Architecture > Blank template. And possibly the other Architectural templates - but haven’t checked those yet.

I did try the Games > Blank template (with and without raytracing checked) and it worked.

Curious to know which template you used? Would be interesting to see if you can get it to work in Architectural > Blank template.

Cheers

I used games → first person.

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Do you know if there’s an easy way to get my project over into a games template? Migrate all assets?

Guessing raytraced shadows are enabled by default in the architecture project. RT shadows don’t shadow volumetrics, maybe check your directional light and set the raytraced shadows option to disabled.

Just make a game project, and use the migrate function in the content browser :slight_smile:

Those walls and the ceiling, how thick are their meshes? o.O Because the walls, that act as pillars look pretty thin, as in, flat and probably one-sided-planes, instead of cubes.
You can try and rebuild that room from some cubes, that you roughly scale to the same size, but with some thickness, and see, if that makes a difference.

I switched off raytrace shadows for the directional but in the architectural templates I don’t think it registers this. I also switched off raytracing globally but it didn’t do anything for the fog unfortunately.

I assume volumetric shadows is enabled in the directional light? Absent that I’m not sure what it could be, unless you’re on a lower scalability setting

Can I do this for the entire content folder in a singl migration? Hope so! Will try. Cheers

Yep RS is enabled and scalability is default epic.

RS?