joins the livestream once again, this time to talk about Volumetric Fog, a beautiful new rendering feature in 4.16. With Volumetric Fog, you can create incredible ambiance and mood in your environments using the new Volumetric Fog! Varying densities are supported so you can simulate clouds of dust or smoke flowing through light shafts, and any number of lights can affect the fog.
Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!
If you mean can the lights move, than answer is yes.
Really looking forward to this session, since I have really enjoyed playing with the volumetric fog since it first appeared on github but I’m sure there are aspects I do not fully understand yet.
Yes they should hopefully cover this since it’s come up a few times as a forum question already. I usually try to help by mentioning the Scattering Distribution setting but I’m not sure if that is the only reason some people are having problems with that.
A live to help people learn a brand new feature? Wooo! COUNT ME IN!
Speaking of brand new features, what about a live on string tables? Pretty please? Obviously not string tables alone, maybe a general game localisation live PRETTY PLEASE! (including c++)
You mentioned this kind of fog lighting does not work well with moving lights like Flashlights. What would you recommend for having reasonably accurate “beams” for these type of moving lights (pref. something that couldn’t stick through walls, eg. a simple translucent mesh to fake the effect isn’t quite enough when viewed from a third person)
Watched the livestream today. I didn’t think I wanted to use fog, and then there was that moment with the Ross car. “Epic Live Stream. A series of spontaneously creative fortunate events.”
Great information. Great stream.
I saw that a while back, but mostly dismissed it because I don’t own a VR headset (and therefore can’t use the tool ). Are there any plans on making a non-vr version of it? And if not, do you have an alternative using maybe a Maya sim to get the volume texture somehow?
Thanks! So basically this approach is not possible without a custom build of the engine? Out of curiosity, is there any intention to expose shadow maps to the material editor?