How to create fog volume and use in UE4

Hi. During a long time I am looking for volumetric fog. So I decided to ask a few questions about that.

I want this kind of volumetric fog. https://www.youtube./watch?v=8b0Wq-CEs74 This is from unity 4. But it works with unity 5 too. But I want it in UE4 :). How can I create this. Is this something to create only inside of material editor or do I need to create it in 3d modelling software? And if I can to create this will it possible to use another transparent material inside of this fog? Will it be performance hungry?

In fallout 4 I heard they used highly tessellated mesh for it but do not understand how to fill inside of this mesh o_O.

So I really need this for our next project. Please help.

My only comment is not to try the fog volume. It fills the world and any buildings in the world will be filled with fog as well. There is a work around to turn off the volume with a trigger when entering buildings but its very noticeable so not great. I had a thought to use the world offset position on a material to move a tessellated cube like water but very slowly. I haven’t come up with a good texture for it yet though. It may be a dumb idea that doesn’t work but maybe you are smarter and could make it work.

THX for reply. I will try something like this. But it is really interesting how to fill inside of cube with fog same as youtube video?

İ will not mark this as solved, may be someone else will give good solution.

You could get a rudimentary volumetric fog effect from a material using a depth fade node applied to any mesh:

The material would need to be set to two sided so that you can see the fog when you’re standing inside the volume.

It’s not quite the same as it wouldn’t have the ability to specify a light for the in-scattering color but you could always make this into a blueprint and use two different meshes for an “inner” and “outer” fog. At the very least it’s great for fog on the ground (IE lower than the player’s head height).

I came across your post when trying to figure out how to do the same thing. In case anyone comes across the same issue, here’s how I made a workaround:

https://forums.unrealengine./showthread.php?135670-Fake-Fog-Volume-Tutorial