William Faucher - EasyFog

Hi. They are both the latest versions, its normal for the version numbers to be different as they are on different platforms, released at different times. The fab and artstation versions are identical.

Hi, I’m pretty sure this is just a limitation of the render layers, translucent materials are never written correctly. Its not an easyfog limitation, its a translucent material limitation.

Hi! My EasyFog in my level looks completely black no matter what color change I did in the settings… Please help!

Have you tried adding some emissive? What about the normal map, and if you change it? Did you scale it a weird way?

I’m using the EasyFog update version on UE5.7, and the BP_EasyFog Transform coordinations are greyed out. It can’t be changed. You can still manipulate the fog’s position, size, and angle with the gizmo in the Editor. Can it be fixed?

yeah i am also trying to figure out whats the issue for this or hw it can be solved.

Your designs look so cool I can’t wait till I make my own world and hopefully buy some of your creations in the future

hi
it works great on 5.6 but not working on 5.7. any suggestion what to do to make it work on 5.7?

Hi William, do you have these tools anywhere else ? I’m unable to purchase anything from this stupid FAB. I try every time there is a sale and the payment keeps failing and I see lots of people having the same issue. Epic is in your way of becoming a millionaire.
I wish there was another way to purchase your tools. Please let me know.
Big fan

Hello there, posting here since some might find it helpful.

Inside the EasyFog Material, there’s a Distance Fade multiplier for the opacity. Its purpose is to make the surface transparent as we move through it.

But in the case of lumen hardware reflections (Hit lighting), the PixelDepth node returns the distance between camera and the ā€œmirrorā€ surface, not the distance to the EasyFog actor. Meaning when you get close to a mirror like surface, EasyFog will disappear in the reflectrions.

The solution if you need it is quite simple : after the PixelDepth node, add a RaytracingQualitySwitch, use PixelDepth for normal input, and for RayTraced (Lumen Hit lighting), add a simple offset to PixelDepth.

Hope it helps !

Hi there,
Unfortunately there is no other place to purchase the tools, intentionally so. Fab is the superior place to keep everything updated with seamless integration into unreal. Having it available elsewhere is just way more work for me to manage, and incredibly inconvenient for users to stay updated. I’m sorry you’re having issues with FAB though, that sounds odd as I have never experienced this before. Have you tried a different payment type?

hi everyone, there is a way to make the plugin works with ray tracing?