Hi everyone, hope you’re all well.
I’m having some trouble with a volumetric light in the scene I’ve created for a cinematic.
It has these orb like things appear when I try to render it out and no matter what light setting I have or console variable during the export they are still there, but not during the edit. See images attached.
These are the console variables I’m using in MRQ:
r.VolumetricFog 1
r.VolumetricFog.Distance 1000000.0
r.VolumetricFog.GridPixelSize 2
r.VolumetricFog.GridSizeZ 256.0
r.ViewDistanceScale 5
r.VolumetricFog.TemporalReprojection 0
If anyone has any ideas how to fix this I’d be very grateful.
This looks like a volumetric fog sampling/froxel artifact that is only becoming visible in MRQ because the render settings are different from the editor viewport. The very large r.VolumetricFog.Distance 1000000.0 could be stretching the fog grid too far and causing visible blob/orb patterns in the final render. I’d try reducing the fog distance to only what the shot needs, testing GridPixelSize at 4 or 8, increasing MRQ temporal/spatial samples, and also checking with r.VolumetricFog.TemporalReprojection 1 to see if the artifacts smooth out. MRQ often exposes volumetric issues that are hidden during viewport playback.