what happened to volumetric lighting / fog

If I can figure it out I’ll make a tutorial. <3

I tested it on AMD and the performance is really good, so no issue there.

@hippowombat that would be amazing!

Yeah that subtle fog looks impressive. Something most indoors are missing.

Since the volumetric pass is blended additively, whatever is behind it will always lose contrast/saturation.

Definitely. Volumetric lighting isn’t necessarily a great addition for any and all scenes/games. I’m really looking forward to trying out stuff like ramping it down in big open areas, but then depending on the amount of occluding geometry around, ramping it up for a dynamic dramatic effect. It’d be great to scale it with scene auto exposure, so when you enter an interior or very shaded area, the beams are accentuated more.

What you see in The Order is a combination of subtle height fog, classic particle sheets and mainly volumetric point lights.

Thanks for the info :stuck_out_tongue:

I imagine epic should add this and lens flares soon, since you can’t give cinematic tools without any graphical/cinematic feature :stuck_out_tongue:

But thats not nice. When you are outside and look at the sky, then it looks very nice when the sky has a strong blue. Light shafts also look very nice. I dont want to lose one nice thing for another nice thing. I don’t want the sky in my game to constantly have some kind of grey color.

UE4 already has the best lens flares I know, what else do you want?

The problem I’d see with the sky pixels not being occluded is that there’d be hard cuttoffs in the light shaft fog from geometry in the scene. Like the sky looks great, but the parts in the picture where the geometry cuts off the sky, and that geometry has the light shaft fog, just looks really odd to me, though proper use of VL is super subjective imo.

Like I see a huge gap in the light shafts when the sky pixels aren’t also lit by the beams, it’s almost the same as disabling depth test on a transparent particle with another transparent object cutting through it from the background.

The current implementation mainly lacks control over the shape of each individual element, only color and overall size/shape can be altered at the moment. Also control over the softness and chroma shift are a must. The current implementation limits the looks achievable greatly. For example, seeing these kind of ugly lens flares in many games created with UE4 always makes me cringe.

There is no gap. That area in the sky is simply as bright or brighter than the light shaft itself, hence it’s less to not visible.

Light Shafts in “Real Life” only happen with foggy environments. So it’s obvious that you need fog to achieve Light Shafts.
Your Picture with the blue sky doesn’t make sense. Why are the mountains foggy/grey and the sky blue? It looks unnatural.

I know there’s not actually a gap in the lighting, but there’s a gap in the visibility of the light ray, for the reason you posted, which is again why it gives off a disabled depth test feel to me. That’s just me though, again, rendering has plenty of room for subjectivity. :slight_smile:

You’re looking for individually controllable anamorphic flares, and I feel your pain haha.

There has to be a solution for the sky color… I mean Fallout was using the same volumetric lighting and the sky looks good in fallout…

Nope just have one camera effect but no per light or anamorphic lens flares, is just impossible to make it, as Cryengine I think got. Tried to buy a marketplace thing but never worked.

For lens flares it’d help if they just added back in the old system that allowed you to make your own and place them where you want. Or at the very least allow you to customize the default effect.

Maybe they boosted the saturation on the sky to compensate for the flat coloration of the light rays? Or maybe they only rendered the volumetrics within a certain intersection distance from the camera, or maybe they used a controllable height falloff to make the transition between fogged geomery on the ground and clear sky pixels more gradual. There are lots of ways to cleverly omit the light from open space pixels in empty, spacious areas. But by default, just having the whole light path illuminate empty pixels will definitely exacerbate that foggy effect.