![]() ![]() I will look at the link you give me on the noise but if it’s too complex for me (it’s possible ^^), is it a good idea to use a pan node on the UV of my texture in the material ? I use only one dynamic light and a dynamic skylight… I will give a try to the emissive tricks but my concern is that I have a good result with global settings and that falls apart when I come to the particles system… If you add more particles, density of the fog goes up. Particles are spheres that add to density of the points the sphere affects. It requires a fair amount of technical knowledge though. Question 4 - Info about Ryan’s baking of noise to pseudo volume textures is here. Try turning temporal reprojection off (r.VolumetricFog.TemporalReprojection 0) and tweak your material to be less noisy, then re-enable. If you are getting a lot of noise even with temporal reprojection on, it’s probably because your material is too noisy. The temporal feedback limits how fast of changes you can make. ![]() Question 3 - For movement you can move both the particles and the textures used in the material, there’s no ‘right’ way. Consider adding some constant Emissive on the ExponentialHeightFogComponent to make up for this. Note that baked lights do not affect volumetric fog yet, so static Skylight and GI will not be affecting the fog, this is probably why it’s so dark. When your albedo is 1 and it’s dark, that means the lighting is dark. The albedo is set to 1 every where… How do I control the color of the fog Question 2 : Why my particle generated volumetric Fog stay so dark. Yes, extinction controls the density of the fog the particle is adding. If i have a high density of particles, will I get a more dense fog or a more precise zone of flat value fog ? Question 5 : I don(t really get how the particles density works… Are the multiple particles defines a unified zone where the fog is apply or are they some sphere that add themself. Question 4 : I imagine that the “clouds” have to be fix and I should give the moving effect in the material… spoke about a way to add cheap noise in the fog but my English is not so good and I can’t get the reference… Can someone point me in the right direction on how to add this noise in my material ?Įdit : I make my particle not moving and that fix the Temporal Reprojection problem I feel it’s a bad idea to do it like this… As I add some detail in the texture of my fog spheres in my material and they are moving, I think it’s why the Temporal Reprojection can’t do its job efficiently ^^. Question 3 : I give an initial velocity to my particles because I want to simulate some sort of wind. The albedo is set to 1 every where… How do I control the color of the fog ? ![]() Question 1 : Is it the right way to control the density of the fog (by playing with extinction in the material) or is it a better way ? On the picture on top, it’s set to 1 but when I set it to something like 0.1, I got this : ![]() The fog is very dark (but the albedo in the material is set to 1).Īs you can see, I use the particle alpha in the extinction value. My particle system spawn several volumes and that’s what I get as a result : ![]()
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