Underwater fog, half in and half out
Hi, in my game(first person) is possible to dive underwater, I currently have created a fog (exponentialheightfog) for underwater vision that I turn on-off whether the player's head is above or below the water..It works well but there is a serious problem when the player's head is underwater for half, if the fog is turned off I get a bad effect underwater and correct above, if instead the fog is turned on I get an unrealistic fog above and correct below. It would be easily solved with a "box volume fog" but it seems to me that there are not in UE4. I also tried using the postvolume effects but I have not solved the problem, it shows the effect on the entire screen when on and not a portion of the screen while coming in it... Anyone have any ideas for solve this problem? I remember this problem in popular games from a few years ago (maybe even early versions of Skyrim) but then they all resolved and there are many first person games that allow you to get in and out of the water, then I am confident there is an easy way to do it ...
What you are looking for is to have a Post Process volume bound to the surface of your waters edge. I wrote a tutorial for the Wiki that can show you how this is done and to also add a bit of a blur effect as well to increase the realism a bit.
Swimmable Water Volume Tutorial: https://wiki.unrealengine.com/Swimmable_Water_Volume_Tutorial
Your outcome underwater will look something like this
Let me know if you found this helpful, or if you still need some assistance.
answered Nov 17 '14 at 07:48 PM
Where are the example post processing effects for the underwater portion of the tutorial? I'd like to know what tint you used and what degree of blur you leveraged to get that fantastic underwater effect. I looked in the tutorial but I just don't see it. Thanks, Doug
answered Dec 09 '14 at 02:39 AM
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