Is there any way to reduce the pixelation effect on the edge of the volume effect other than increasing the engine scalability?
Here is a light in High settings, built:
And here the same light in Cinematic, built:
Also just noticed that when dealing with a large number of lights, building the lighting causes the volume effects to turn off completely. I have to then manually re-assign a light intensity value to get each one to turn back on.
Hi there, i just fiddeled around with the new volume fogā¦ so great!!! I just can not built any Materials on my mac without getting some errorwarnings regarding metalā¦ I Just wondered if you are beware of this. I testet as well a simple material wit only a vec3 in the color slot as well the new volume domainā¦ the error is the sameā¦
What macOS and Xcode versions you have installed? My guess is that you use some old version of Xcode (and with that an old version of Metal shader compiler thatās part of Xcode). Could you try updating and see if that fixes the problem? Also, if you need further assistance with this, please create a thread on AnswerHub, itāll be easier to help you there. Thanks!
Hey! Somebody asked this earlier and Iām curious as wellā¦ Can we have a mesh shaded as a domain for volume? Likeā¦ Say itās a mesh in the shape of a cloud? Is that possible? And it behaves as the domain for the fog?
If not, hereās another question: How would one go about setting up volumetric noise functions to appropriately define density of fog within a domain?
Say, cloud noise, making the circular domain around the particle look like a foggy cloud?
(I think Iāve made what Iām trying to create here pretty clear)
Yes, it certainly is. This was not possible before as light shafts were a faked effect for looking over the edges of objects at lights, but now, light shafts can be easily created as this is the very purpose of volumetric lighting. They can be viewed from most angles. To do this you just need to set up a domain for the volumetric lighting. This can be your whole world. Just add in an āexponential height fogā class, set it to have volumetric lighting in the details panel, and then just crank up the extinction scale to play around with itā¦
Yes i have done that. I have a little forest scene with the sun to the far left, volumetric fog enabled, and the scattering intensity is at 4 on my light source. i want to be able to look straight, with the light to my left, and to be able to see the light shafts that way, or possibly even turn to the far right, with the sun behind me and see the light shafts still.
Thats what i was meaning, sorry for any confusion.
No problem! No confusionā¦ Just turn up extinction scaleā¦ The shafts should be visibleā¦ Perhaps turn up the intensity of volume scattering for your directional light?
Itās great, but is there a chance that we could get more control over the volumetric fog to achieve non-realistic results? For example, itās impossible to achieve distinct godrays without having a very foggy world. Iām not sure if itās possible to add some settings to remove global over-fogginess while retaining a distinct godraysā¦?
BTW. I even struggle to achieve the same look as in the promotional screenshot, in my case the big arc with tree would also be very foggy. Do I miss something? Thanks!
I too have asked about thisā¦ Iād love to have some access to the volume material for the height fog in order to create a high altitude start and cutoff of the fog which has one of the 3D noise functions applied in order to simulate cloudsā¦
My issue is that we have two light sources (day and night) since we have a fully dynamic day night rotation. It only captures the daytime settings. When the sun goes down it totally wanks out. Maybe we need to find a method to hook in what sources it, but right now we cant find that answer.
Also, would it be possible to have volumetric fog with directional lights that arenāt atmosphe / fog sun lights? The reason Iām asking because I have a setup where Iām driving the atmospheric fog by code in C++ (manually rotating it and adjusting its brightness and colour via curves). It looks the same as with atmospheric sun light but with more control over the colours and brightness. The thing with that is that if I add an exponential fog actor in the level and enable volumetric fog on it, the directional light doesnāt affect it since the atmosphere / fog sun light is disabled on it.
So basically I want the following:
Fog sun light
Manual atmospheric fog (as in the directional light doesnāt override its properties)
Working volumetric fog on exponential fog.
Would it be possible to separate the setting on lights? One checkbox for atmospheric sun and other one for fog sun light?