As you can see on on a picture below my Density Volume have this strange circular bounds when moving the camera. When I stop moving the camera those arcs start to disappear.
Any solution in mitigating this problem, because right now it looks quite unusable.
Tweaking some parameters in volumetric fog settings may fix or at least reduce that filtering issue:
“Denoising mode” → should be set to “Gaussian”. If “Both” (“Gaussian” and “Reprojection”) are set or just “Reprojection” alone - this kind of issue is very likely to happen.
“Slice distribution uniformly” - play with values, more quality with the price of more expensive fog.
Some other settings below - “Quality” and it’s sub settings.
Hi @koirat ,
What version are you using?
Have you enabled TAA on the camera?
I would play with the different settings to identify if this is coming from the resolution, denoising, anisotropy, denoising or shadows.
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@13.1/manual/Override-Fog.html
is it a moving light or stationary light?
It is a dynamic light not static but was not moving at this time.
Yes I had de noising set to Both. Setting to Gausian helps with density volumes but volumetric lights looks uglier.
I guess this is a trade of.
Are you using local fog volume?
Btw if you are using a local fog volume, then try increasing the blend distance until these sampling artifacts are gone.
Yes local volumes are the problem.
Funny thing blend distance did mitigate the problem to some degree.
Have you tried to increase the resolution of your local fog volumes?
The froxel banding will also depend on the volumetric fog distance you set in your Volume. If you stretch it massively, it is not surprising to see such artifacts.
It’s tricky to advise you if you don’t share any screenshots of your setup though, we don’t even know what quality settings you use on the volume for instance (low, medium, high, custom?).
Is this a new version of Unity ?
I don’t see such an options in my HDRP settings. (2021.1.17)