sorry - meant volumetric shadows
The light is making them look thin but they do actually have thickness. Iāve now tried this with different models in the architectural template > basic. But always get the same result. Either the template is buggy or Iām missing something.
So after some playing around Iāve found that itās definitely the architectural template causing this issue. This is due to the use of real world light units. For example, after migration to a game template my emmisive materials, rect lights and cam. exposures were all blown out.
However, back in arch. template even when I change the values to those of the game template - or delete and create a new directional light of 10 lux - unreal doesnāt register the rescaling of volumetric fog. So thereās something integral or a deeper setting that needs tweaking - if that even exists?
Otherwise migration to a game template is the only current workaround. Which is unfortunate as they donāt support the āsunskyā blueprint - great for geographically accurate timelapse in shadow studies.
So ultimately Iām hoping thereās a deeper setting somewhere - where I can globally rescale light units? (set to candelas in both templates)
This could just be a ābroken projectā. I had one where emissive just didnāt work at all. Couldnāt do anything about it. Had to chuck it and start a new one.
Iāve only seen this with 5.
I tried this on new projects too and always got the same result in an architectural template unfortunately.
Hi there! Iām having this same exact issue and finaly I found this thread and tryed migrating my level to a Game Template and volumetrics are working again! I donāt know what project settings are causing this problem, but itās been there for a long time now. I hope it get fixed soon!