Fog in a Glass? Underwater City

Hi I’m brand new to UE4, and finding it difficult. I need to make a project for an underwater city, so I chose UE4 because of it’s really good looking atmospheric effects out of the box.

The question: What is the way to put “atmosphere” in a sharply bounded volume. Eg. Fog in a glass , or the effect of someone in a tube of liquid like Luke Skywalker in Empire strikes back. Or in my case a clear atmosphere inside a glass tube in a murky sea.

I cant work out if I should use volumetric fog (or if it’s possible) or post processing. I don’t think a translucent mesh over the glass wold work as you would have no depth effect.

The problem is you have to see the effect through the glass while you are not actually in the effect volume.

I have watched the videos on volumetric fog and post processing, but links to other stuff is very welcome.

I’ve kept my question as general as possible because I’m a rank beginner.

Hello. So you need a murky sea ,with a bottle floating in the surface or inside the sea? Also would you like to have something like a grey smoke inside the bottle or do you want to look crystal clear when you look at it?

i would imagine a particle system inside a translucent mesh would be the way to go. youd also want the mesh to have thickness and two sided textures so it is more realistic.

If I understood correctly, this is what you looking for:

Here is the material. Originally it was from some kind of a lightning techiques stream I believe. But I really don’t remember.
You also may simplify it a bit, since you probably don’t need vanishing effect when you get into it.
Oh and Important thing. It’s an inverted sphere.

Hope this helps.

Important: Keep in mind that mesh should have it’s normals inverted.

Imagine walking down a big glass tube underwater with air inside the tube so you can breath, and water and fish outside the tube. Outside is murky and inside is clear. Add to this that you can go out into that murky sea and look into the glass tube and that is exactly what I am trying to do. I’m just digesting AyanMiru’s solution. That will keep me busy for a while.

Yep. I’ve been trying with volumetric fog particle systems, I don’t think it’s going to work in this case. But I need to go over the videos again. It’s a pity I cant have a fog exclusion zone, that would be perfect, but I don’t even know it that is possible with UE4. If there were such a thing as negative lights and layers it might be possible to fake. Hmmm, actually maybe regular lights, fog and tubes all on a separate layer might do it. But I don’t think layers work that way in UE4. I’m so lost here it’s not funny. This isn’t a learning curve it’s a G force blackout !

Thanks for the nice clear node tree. The more I look at it the more I start to understand nodes in UE4.
The solution itself is not quite what I am looking for. I have been thinking, and perhaps I should avoid particles and see if I can use selective post processing. I’ll have to see if I can get post processing to disregard certain objects. I don’t even know it that is possible in UE4. Don’t see why not. I’m guessing that post processing ignores GUI.
Hang on. I’m still figuring out the nodes. Yes it looks like your solution is probably the way to go. Right now I’m fiddling with SceneDepth to use on the windows for characters on the inside (air) , or at least a surface outside the windows, and then possibly post processing volumes for characters on the outside (water).

Hello mate, I’ve been struggling with this myself. Have you eventually found a solution that works?