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[Closed] [Bug] Light shaft bloom causes distant objects to render "on top" of the fog

Screenshots below explain best. With Light Shaft bloom enabled, distant landscape meshes become bright and stand out from the surrounding fog. Without they blend in fine. This destroys my distant scenery.

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asked Mar 11 '14 at 03:44 AM in Bug Reports

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ue4-archive ♦♦ STAFF
49.9k 3662 1989 9113

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 03:44 AM

Is there any update on this? This issue is crucial for what I am doing. It is not the fog on second thought, it is that the additive bright layer that the sun renders is rendered on top of opaque geometry but not on top of translucent (water).

Here is an in-game screenshot showing the extend of just how big the difference is:

alt text

And this is what happens to a tornado, which has a 100% seamless blend between an opaque and translucent material -> Until the sun is nearby and it does this:

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islandissue.jpg (143.0 kB)
tornado.jpg (92.5 kB)
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The question has been closed Jul 07 '14 at 10:49 PM by Ben Halliday for the following reason:

Archive Post


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Heya Sjoerd,

Thank you for your report. I was able to test this issue and have concluded that it is a known issue (Light Shafts and Translucecny aren't interacting correctly). Our developers are aware of its existence and are rectifying the problem as quickly as they are able.

Cheers!

Ian

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answered Mar 11 '14 at 03:44 AM

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ue4-archive ♦♦ STAFF
49.9k 3662 1989 9113

avatar image Hourences Jul 06 '14 at 03:43 PM

Is there any update on this problem? It has been about 8 to 10 months since I reported this and the problem is still very much so in the current build. It is a very noticeable visual error in Solus right now.

avatar image Ben Halliday STAFF Jul 07 '14 at 10:48 PM

Hey Hourences,

I apologize for the delay in response. Would you mind opening a new post on AnswerHub for us with as much updated information as you have on the problem so we can address it there? Archived posts like this are good for reference but we sometimes miss them when they pop back up. We'll make sure we get our rendering team to look at it again and see what's going on with the bug. Thanks!

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