Hi! It seems that movable actors do not affect volumetric shadows casted by stationary lights. Look at the pictures below. The big cube to the left and dummy are movable actors. When the spotlight has movable mobility, any actor affects a volumetric shadow. When I set mobility of lightsource to stationary, after rebuilding the light, volumetric shadows are not affected by movable actors. Is it correct behavior?
Hi⌠as far as in know, no rebuilding light is supported by volumetric fog. Is is something like realtime behavior, what is good in my opinion.
Martin.
Is fog ignored by reflection capture actors? It seems like that screen space reflections capture the fog, but the reflection captures do not.
It looks odd in my night scene because of the inconsistency.
Hereâs that inconsistency of SSR versus reflection capture actors.
Edit: Planar reflections donât capture fog either.
Iâm no expert, but I think volumetric fog is being redrawn every frame and has no physical âpresenceâ in the scene, and canât be captured. Not really sure how else to put it.
Iâd understand that limitation for planar reflections, but a reflection capture actor thatâs essentially a baked cubemap of a point, the fog should be considered.
- SSR is supported
- Planar Reflections are also supported (You can disable Exponential Height Fog contribution to them by disabling âFogâ in the General Show Flags)
- Reflection Captures (Box/Sphere) are supported. - To capture Volumetric Fog the light needs to be set to Stationary and built. You can see it captured in my simple example below. Settings have been adjusted to make the light shafts more promient. Also notice that the Skeletal Mesh is not captured in the RC because itâs dynamic and cannot be.
Looks like this made it into Preview 2 of 4.16
What if weâre doing dynamic lighting?
What should we do?
Since the light could move and change it wouldnât be part of the reflection capture which is prerendered.
Most lights in game donât move. Why should the overall look suffer from that? Itâd make more sense to manually select which lights should be captured, or which ones not.
Most of the time youâre using dynamic lights so that you can move the light, otherwise you should use a stationary light.
No. Some projects, (including our current project) just donât use static lighting regardless of whether the light moves or not. It should ultimately be artistâs decision to exclude a light from being captured. Excluding the entire lights from being captured only hurts everyone who doesnât bake.
Lets say I use movable lights to get good shadows. This now means I canât have reflection captures? Static/stationary/movable in terms of lights confuse me âŚ
We really need feature toggles instead of tying all these features to the mobility setting.
As Tim says, only when your light is Stationary and is baked the reflection capture picks it up. Which is odd.
I can see why Movable lights arenât captured. Because if they are captured and then the light moves, the reflection capture wonât update. But thatâs where you can let the artist to decide which lights shouldnât be captured since not everyone bakes lighting and not every movable light is going to be moved.
It would be fine if movable lights are not being captured if you could get the same shadows with stationary/static lights. But since the good shadows (as I like to call them) are only available with movable lights you are kinda stuck. (At least I havenât found a way to get the same shadows with static/stationary lights)
Stationary lights are meant as a way to get the dynamic lights on objects that are dynamic and baked lighting on static objects and be able to make the lighting match between them, it would be rare to have a case where you would use a dynamic light in a situation where a stationary or static light would work better, most likely thatâs why an option to make a dynamic light appear in reflection captures isnât an option.
Thereâs other cases where you could give user control to get specifically what you want (like grouping objects to be rendered in a thread for baked lighting) but thatâs probably something where they have to fit that into the other things they are working on with the engine.
Is there a way to get rid of these kinds of clipping issues without having to decrease the View Distance too much? I tried tinkering a bit with the r.VolumetricFog commands without any bigger improvements.
Play with the placement of the lights, and the source radius a bit.
Hi, could we have a step by step tutorial on how to create volumetric fog for newbies? I canât understand how to set it up and canât find any tutorial around.
Thanks!