# Volumetric Light Function

**URL:** <https://forums.unrealengine.com/t/volumetric-light-function/478636>\
**Category:** Rendering\
**Tags:** light-function, unreal-engine, lighting-problem, Lighting, volumetric-fog, question\
**Created:** [February 11, 2021, 7:06pm UTC](https://forums.unrealengine.com/t/volumetric-light-function/478636 "2021-02-11T19:06:32Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![SEEEMOTIOM](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/seeemotiom/32/468308_2.png) [@SEEEMOTIOM](https://forums.unrealengine.com/u/SEEEMOTIOM)\
**Post date:** [February 11, 2021, 7:06pm UTC](https://forums.unrealengine.com/t/volumetric-light-function/478636/1 "2021-02-11T19:06:32Z")

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Hello

I want to achieve volumetric spot light beam with multiple beams instead of just one whole beam.

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/4/4/144800cc39cc7346a118640653bb78f545595dd1.jpeg)

I wonder if its possible to produce volumetric light beams from the light function material - for example have a starburst beams of volumeric fog from a spot light that has a starburst light function material?

Currently I found it’s not supported. Other people are using particles instead to achieve realistic light beams.

My current solution is using a mask shape placed in front of the spotlight so it divides the spot light beam from one whole beam into small beams. But the problems are:

1. light beams can be pixelated
2. Light beams become a whole chunk of fog when you are from certain distant away from it (No matter how I adjust the exponential fog view distance, attenuation radius and so on)
3. Still found it quite foggy, but lower the fog density makes it look less obvious - same as increasing light intensity.

Apreciated your help!!

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**Author:** ![GehtSieGarNixAn](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gehtsiegarnixan/32/611835_2.png) [@GehtSieGarNixAn](https://forums.unrealengine.com/u/GehtSieGarNixAn)\
**Post date:** [February 11, 2021, 8:48pm UTC](https://forums.unrealengine.com/t/volumetric-light-function/478636/2 "2021-02-11T20:48:22Z")

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It is possible to create light beams with volumetric fog and even dynamic multiple light sources. [Asher][1] has in the beginning of the video a [free example project][2] with exponential height fog and even [godrays][3].

The exponential height fog and volumetric clouds are very versatile and can be used for a lot of stuff. I’d give it a watch and read.  
[1]: [Expand Your World With Volumetric Effects | Inside Unreal - YouTube](https://youtu.be/R2RQm_Bu81I)  
[2]: [http://asher.gg/blog/wp-content/uploads/2020/02/VolumetricFogDemos.zip](http://asher.gg/blog/wp-content/uploads/2020/02/VolumetricFogDemos.zip)  
[3]: [Create nice and feasible volumetric cloud in Unreal Engine 4 | UE4之制作高端霸气的干冰体积雾 | Asher.GG](http://asher.gg/?p=2600)

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**Author:** ![TimeDorito](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TimeDorito](https://forums.unrealengine.com/u/TimeDorito)\
**Post date:** [July 22, 2023, 6:45pm UTC](https://forums.unrealengine.com/t/volumetric-light-function/478636/3 "2023-07-22T18:45:18Z")

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did you ever solve this?
