Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Need help with creating a fog material.

Since I don't really like the way how the default height fog works in UE4, I've decided to make mine own one. I'm using UDK for creating experimental materials such as this one, since it has much faster shader compiler (believe me, the material below works the exact same way as it does in UE4). After some work, I've managed to create this material: alt text

This is how I expected it to work. The fog was made in Photoshop and the tower was outlined using fresnel for a better look:

alt text

But this is what I've got:

alt text

As you can see, this fog effect looks good only when the object is close, and the more far away the object is, the worse and worse the effect looks. It's all caused because the divide number isn't increasing when the distance gets larger. It can be seen by this picture of the sky. I've added the wireframe for a cleaner look:

alt text

I do believe that it can be fixed by increasing the divide node's number that's connected to the subtract node, but I don't exactly know how to do this. I've tried to use distance node, but I couldn't figure out what to do next. I honestly will be very thankful if someone will help me with this.

P.S. It also would be incredible if it would be possible to do by not using nodes such as "PixelDepth" or something, since they require transparent materials.

Product Version: UE 4.17
t-img-showcase.png (162.9 kB)
t-hub-expected.png (63.0 kB)
t-hub-got.png (40.5 kB)
t-hub-expl.png (45.0 kB)
more ▼

asked Sep 30 '17 at 06:48 PM in Rendering

avatar image

32 5 7 9

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question