Hey, check out this little video:
There you can see how I first make height based fog with realtime rtx & simpple fog.
My world layers up is correctly set to Z.
Then the video continues as I open the CyberPunk -styled cityscape, but I cannot make the Height based fog work at all. It is only distance to camera…
My settings are same, and I also have here the world layer set up to be Z up.
Please help me, what is wrong with this scene?
Pekka
i think Richard will be able to help! I recall Edmar mentioned he’s going to do a livestream on volumetrics and fogs in the coming weeks (hope i didn’t mishear it). so i am sure he’ll know exactly what’s going on here.
Yes setting the height of fog is simply a case of using the first parameter for height. But it is VERY sensitive. Just 10 units can make the difference. 1000 is the default and it’s WAY to high. Start with 100 air even better match the number to your camera height. Then adjust slowly. Next open up the second number from 10 to 50 ish. Set your density to about 1.25.
I will go through more settings on the livestream.
By first parameter you mean the Intensity & Height-based Fog - Plane Height -sliders?
See, no effect on height in my scene:
btw, my Axis is Z up
Ah, you are using Simple fog. You are better off using the much more realistic “Global Volumetric Effects”. Then play around with the first slider “Fog Height”
I got it made!
Looks like the simple fog and this global vol efx are NOT meant to be used together? As you can see from the video, they do not look so good together…
Setting I used for the height based fog are:
I still have problems with the main city scene I am working with.
These settings just do not make a height based fog for me… Check this video, no matter if I change the ground up to be Y or Z.
Also the fact that in the beginning of the video I use “fog height” but what happens is it just effect the dome light environment visibilty back there… So maybe I need to rotate this full scene somehow?
Also other problem is that simple fog looks clean and nice in Realtime-rtx but global vol looks noisy and grainy, and it is all over making my scene loose the black color totally, please see:
@Richard3D I assume you showcased your example scenes last night in Community Stream? That was just awesome.
Is there any possibility that you somehow share the graveyard realtime fog scene, since you got both realtime and path traced to working on.
As you can see from the above, I only managed to get the height based fog to work in path traced renderer.
Thanks for the compliment. Yes it was a lot of fun. I am in the process of looking to share that scene and the others, yes. In the meantime, try what I did by making the density 1.3 ish and then make the height much lower, say 50-100 and see if you can get the “layered” fog look.
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thanks again!
The settings you gave above, helped to lower the fog but still the image look too washed out, see when I switch if OFF how much I of the black details are lost.
This might be something to do with my real-time render settings, but those tweaks I have made look quite nice:
My settings are here:
I am confused. Are you trying to get it right for realtime or path tracing ? They should be almost the same settings for fog, but you may have to increase the density for path tracing. I do not think it anything to do with your other rendering settings. It seems like it looks GOOD for realtime. It looked great in the video.
Sorry, I must have talked to many issues at same time :P
Problem is that this video:
…show the “washed out look without blacks anymore” kinda look.
You can see it from the start of the video:
This is realtime, I am trying to make the realtime height based fog with Global Vol Efx, just like you demonstrated in the webstream.
This video is also with realtime RTX, but that is the simple fog:
@Richard3D any updates on the Presets?
Are they available now?
Cannot wait to take them in use :D