what happened to volumetric lighting / fog

Here’s an example from Fallout 4. Same deal with the sky.

http://oi67.tinypic.com/71lhcl.jpg

Here is a video demostration about Yebis posteffects:

Edit: Goodnight guys, catch you tomorrow. :wink:

@The_Distiller hmm interesting…
@Maximum-Dev goodnight

Well my picture doesn’t make sense because I’m not good with image editing. The mountains also shouldn’t be foggy of course.

I just want to have light shafts, but the whole rest of the view should be as strong and saturated as without light shafts. So the things to the left and right from the light shafts should not be modified by having light shafts enabled. I get that light shafts in “real life” only happen in foggy environments, but in games you don’t have to make things look realistic. So consider it more of a stylized look then. Strong lightshafts without any fog.

After testing VL myself I think it’s looks very good. It is physically accurate so not complains here, just need top adjust it. What I can say as bad side, is that there is to much configuration options (;.

Im curious have you tried coming back in with post after the lightshafts to add some extra colour? Ideally having a mask for volumetrics is the go so you can make tweaks using the premasked image overlayed.

Both images look great, specially the first one.

Atmosphere (and its many effects) is extremly important to give scenery and story… atmosphere. :slight_smile: Mood. Just take a look, study some movies with good photography and you’ll notice how many times photography directors use fog and volumetric lighting as a composition tool, to help separate foreground elements, from middle ground, background… to call focus/attention to a specific element, help read silouettes etc etc.

I decided to install the engine version from github to try hairworks in UE4, now I’ll try volumetric lighting for sure also. Thanks for the images, The_Distiller.

Got it working in my game, super hyped.

@hippowombat Amazing! Volumetric light gives a scene so much atmospehere. Have you implemented volumetric lighting in the current version of UE4 ? Or is it a older version ?

@hippowombat: Looking good!

@Adik: NVIDIA provides a VL branch for 4.14 and 4.15.

@The_Distiller Very nice!Ok what do i need to download and where :confused: I need to try this out…

It looks great, since probably the sky will never be visible in your game :cool:

Actually I think sky with proper scattering (VL on), looks better than raw provided in Unreal.

It’s from a build of UE4 4.15 provided by nvidia, you just have to compile the engine from the source found here:

https://github.com/NvPhysX/UnrealEng...cLighting-4.15

@hippowombat Nice! Many Thanks!

The cost does no matters. Pc high settings.

will come volumetric lighting in 4.16 out-of-the-box?

I don’t think it will.

Epic should simply consider to integrate the nvidia solution into UE4… at least until “when” they come up with their own solution.