The whole scene is dynamic so I don’t need a light propagation volume… I think? I have a few other things that got push forward from my backlog but I will try this configuration on a clean project as soon as possible and submit a bug report if necessary
The LPV is a dynamic lighting feature. It basically enhances dynamic GI (global illumination), according to the doc page on it, at least.
Dont use lpv, it has been dead for i think over a year.
Some comments :
" Your getting there, but LPV has been abandoned for over a year now, give or take a few months " https://forums.unrealengine.com/deve…ytracing-noise
" Are you both utilizing Light Propagation Volume at all? It has problems with self-shadowing and back in version 4.20 cannot be confused with Lightmass GI because it is somehow not compatible by being dynamic GI "
https://forums.unrealengine.com/deve…n-meshes/page2
Here prob the best evidence https://forums.unrealengine.com/unre…consoles/page2 , " Originally posted by darthviper107 View Post
I think LPV was abandoned because they want to do something better, though I guess by now they could have gotten LPV to a usable state until they could get a good dynamic GI system in.
This and probabaly lack of company push in this direction (noone is interested and they don’t need dynamic GI for their games). "
So ya, I’m yanking it too.
Is this feature planned ?
If the LPV could be detached from the camera, and its size changed, it would be useful.
Does this temporal filter take into account screen resolution changes from dynamic resolution? I seem to be seeing artifacts from that that I don’t notice when dynres is off, but am not completely sure.
Hi I cant seem to render Volumetric fog in a short animation when using Sequencer
Please see attached pics.
First Pic is what I want to render. The second pic shows the rendered animation from Sequencer, no volumetric fog renders any help would be great.
Yea, my volumetric fog will never look as good as the first image, I can’t use witchcraft, no matter what I do it will always look like garbage.
Volumetric Fog seems to be unaffected by the Indirect Lighting Intensity setting in the post process volume, just wondering if this is a bug or if this is just a limitation of volumetric fog?
It seems unusual to me since it is using volumetric lightmaps, which are also used to light moveable objects and they behave correctly with the post process setting
Hi,
I was wondering if it’s possible to make the bounce light of a mirror volumetric too when using volumetric fog?
I’ve a simple scene with ray tracing enabled and have a spotlight aimed at a cube with a mirror like material. The beam from the spotlight is visible up to it reaches the cube. The reflection is visible on the ground but the light shaft is not being rendered volumetric. See photo attached.
Cheers,
What I miss is a feature like this GitHub - OCASM/SSMS: Screen space multiple scattering for Unity. (someone coded it for Unity). Fog blur is used in many current AAA titles and adds an essential layer of realism that UE is missing at the moment - there’s also nothing available on the marketplace.
this topic fix my project, thx for share informations for your exprenices
This. We need this.
Can Vol. fog please have Lighting Channels added as an option? This would be very helpful for art directing lighting.