Hi Collisions require mesh distance fields. You can still get easy atmos to work without them, but know that collisions won’t work.
Hi there! can you provide a better explanation of what you mean by some objects appear black or transparent? EasyAtmos should work fine with pathtracing without any changes needed.
Hi William. Just purchased this and neglected to check the engine compatibility
For various reasons my project is in UE 5.2. Is there any chance of a version which will work with 5.2?
In the meantime thanks for your terrific tutorials!!
Hi Jeff! Unfortunately EastAtmos requires a feature that came out in 5.4. Sorry about that!
Hi William!
I love your products. I am using Easy Atmos a lot (love the bugs feature). However I am having some issues with DOF when trying some “rack focus” shots where the foreground is in focus, but bugs are out of focus, and then gradually focusing on the middle ground. When this focus shift happens, the bugs turn into large pixeled squares floating around. It seems is an issue with the compatibility of DOF and the easy atmos objects? But not sure. I have marked up 2 examples attached. One image the bugs are out of focus and look great. but on the other one (red dashed lines) the bugs are now these weird pixel squares. Animation shows it better, but hopefully you can see the issue.
Has anybody else had this problem? Maybe I am not using the right camera settings? Any chance you could to a tutorial on rack focusing with your easy atmos products?
Thanks!
Cody C
Hi!
This is a fundamental limitation in the depth buffer of realtime engines when it comes to sorting, and translucent materials. Even on opaque materials, if you push DoF too far, this kind of thing happens. It’s not really limited to EasyAtmos, just something that happens all the time with extreme DoF. The only solution is to use the pathtracer with “Reference DoF” enabled.
Hi, I want to use EasyAtoms for a cutscene, but it doesn’t appear during gameplay (it only shows up in renders)—how can I make it display when the sequence plays?
Hi!
If it shows up during renders then everything is working as intended (a render is literally just the game being played, and recording from there).
It seems like the effect is not being triggered by your game somehow. I don’t know how you have set up your game logic so I can’t help there. But like I said, if a render works, there is no technical reason on the EasyAtmos side of things that seems to be your issue.
Hi, thank you for your product!
Is there an option for the fog/smoke to work with ray-traced translucency?
Hello, I am having an issue where the fog and smoke are not working with ray-traced translucency. Is there any solution?
Hi, this is because raytraced translucency completely changes how materials are interpreted. You’ll have to open up the Fog or Smoke material, and change the Lighting Mode to “Surface Forward Shading”
Hi, this is because raytraced translucency completely changes how materials are interpreted. You’ll have to open up the Fog or Smoke material, and change the Lighting Mode to “Surface Forward Shading”
Hi Williaam, fairly new to UE and found the tool here really helpful with what I’m wortking on. This might have been asked or not but is there an option/settings to have the smoke or dust particles already in place. Like it doesn’t have to start at origin and builds up the smoke overtime. I’ve messed up with lifetime and some others but no luck. I feel like I missed something very obvious here. Thanks!
Hi William! Absolutely loving Easy Atmos.
One thing I noticed, is that when put in Sequencer, there seems to be certain functions missing when it comes to adjusting parameters. Dust, Leaves, and Sparks are not in the track list.
(see screenshot attached)
Any way to enable these for use in Sequencer? I’d like to animate and/or control things like color and emissive color/strength during a render.
Thank you in advance!



