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Problem with volumetric fog from a stationary directional light.


Im trying to set up volumetric fog on a stationary directional light. It it behaves as I expect when Im setting it up but when I relightmap the scene something goes very wrong. If I then switch the light to moveable it works as expected. But swith the light to Stationary (or Static) and it breaks again.

I thought that volumetric fog worked with stationary directional lights?

I also have a skylight and a BP_Sky_sphere in the scene. I cant figure out what is going on. Here are my light and fog settings. Any help would be appreciated.alt text alt text

Here are my Fog and Light settings. alt textalt text

Product Version: UE 4.19
movable.png (1.6 MB)
stationary.png (854.0 kB)
fog-settings.jpg (73.5 kB)
light-settings.jpg (70.5 kB)
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asked Feb 27 '19 at 10:59 PM in Rendering

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avatar image rogrobin Mar 04 '19 at 10:17 AM

No discussion on this thread but I made a Polycount thread here

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Solved: I found out that the resolution of the volumetric light shaft is directly related to the resolution of the shadow map of that light. So in my scene setting the Shadow Resolution Scale to higher than 3 on the light resolves my issue. I tested this on a spotlights and directional lights and it works exactly the same on both.

On a directional light this could also be resolved by setting up an appropriate cascaded shadow map. i.e high rez shadows where you need high rez volumetric light shafts.

Hope this helps someone.

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answered Mar 05 '19 at 06:54 PM

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