Hello everybody !
I set a volumetric fog in my level and it’s unbelievable !
Now, I want to use a particle system to enable it from place to place.
I learn with the Feature Highlight video with @DanielW (Volumetric Fog | Feature Highlight | Unreal Engine - YouTube) but I can’t reach the result they get.
Here’s my material for the particles :
My particle system spawn several volumes and that’s what I get as a result :
The fog is very dark (but the albedo in the material is set to 1).
As you can see, I use the particle alpha in the extinction value. On the picture on top, it’s set to 1 but when I set it to something like 0.1, I got this :
Question 1 : Is it the right way to control the density of the fog (by playing with extinction in the material) or is it a better way ?
Question 2 : Why my particle generated volumetric Fog stay so dark. The albedo is set to 1 every where… How do I control the color of the fog ?
Question 3 : I give an initial velocity to my particles because I want to simulate some sort of wind. I want the fog to be “push”. I feel it’s a bad idea to do it like this… As I add some detail in the texture of my fog spheres in my material and they are moving, I think it’s why the Temporal Reprojection can’t do its job efficiently ^^. How should I do this ?
Question 4 : I imagine that the “clouds” have to be fix and I should give the moving effect in the material… @DanielW spoke about a way to add cheap noise in the fog but my English is not so good and I can’t get the reference… Can someone point me in the right direction on how to add this noise in my material ?
Edit : I make my particle not moving and that fix the Temporal Reprojection problem
Question 5 : I don(t really get how the particles density works… Are the multiple particles defines a unified zone where the fog is apply or are they some sphere that add themself. If i have a high density of particles, will I get a more dense fog or a more precise zone of flat value fog ?