I did a test setup now. Vegetation Studio, the mountain trees and the latest volumetric fog.
tested with multi and single pass VR on an Oculus Rift. I am having trouble replicating the setup.
Fog behaviour seems ok for me.
Could you create a small demo project and send me a link in a private message?
Hi, i also a long time could not reproduce on clean project, but finally i found, it is happens when OVRCameraRig (from oculus utils) - component OVRManager has checked Enable adaptive resolution, and min max render scale 0.7 - 1.2 . After return to default: ucheck & 0.7-1 this issue not appears, for me it is ok, but maybe this will help for somebody. When try to reproduce with this settings - some time issue appears in seconds, some time need almost 1 min
Is it possible to rotate the clouds towards a point or use the rotation of parent object instead of being locked on planes? Or is there a way to fill an area with clouds with no orientation? Iām having problems as I try to get this working on a spherical planet. I might have been a little bit too optimistic (or desperate) as Iāv been searching for tutorials for volumetric clouds for a long time without success and then decided to buy this.
Hello, Iām using your Volumetric Fog asset to render very thick fog in a scene but Iām having trouble with it rendering a transparent glass material (on cars).
Although I can get the desired look with the glass by disabling āRender Before Transparencyā and then setting Transparency Mode to None, this unfortunately affects other transparent objects in the scene (I have volumetric light beams as well).
If I set the Render Before Transparency back to enabled then my volumetric beams look good, but the glass material is not affected by the fog (obviously).
Iām not sure how to resolve this.
Is it possible to set the blending pass to a layer mask so as to only affect specific transparent objects in the scene? Or can you recommend a glass material/shader that works with your fog correctly without the need to for the Blending Pass?
Hello,
Whatās the problem when disabling āRender Before Transparencyā and the Volumetric Light beam? Is it getting wipped by the fog? Yes, we can try a custom glass shader that renders before transparent queue and still be transparent. Can you send me an email with more details and a screenshot please?
Iām pruning keywords (using your excellent Shader Control tool!), but can you give me some guidance on what I can prune in Volumetric Fog and Dynamic Fog? Weāre using both (VF for main fog, DF for distant/LOD fog).
Volumetric Fog: We are NOT using Point Lights, Fog of War, Fog Void, or Fog Area.
Dynamic Fog: Desktop Fog+Sky Haze shader
I think Iāve pruned the VF shader correctly, but there are a lot of DF shaders in the list in Shader Control, so any tips would be much appreciated.
From Volumetric Fog & Mist you can prune: FOG_AREA_SPHERE, FOG_AREA_BOX, FOG_VOID_SPHERE, FOG_VOID_BOX, FOG_OF_WAR_ON, FOG_POINT_LIGHT0 FOG_POINT_LIGHT1 FOG_POINT_LIGHT2 FOG_POINT_LIGHT3 FOG_POINT_LIGHT4 FOG_POINT_LIGHT5
From Dynamic Fog & Mist: FOG_OF_WAR_ON. DITHER_ON: same if you donāt use the dithering option
In addition to this, inside Dynamic Fog & Mist Resources/Shaders folder:
any shader starting with DFM* are material shaders which you can remove.
also anything starting with DFO* are versions for orthographic camera (can be also removed completely).
DFG* shaders: relate to one of the different fog variants keep DFGDesktop.shader and remove the others.
Hey am curious if itās possible to change how fog voids are rendered? I want to use the fog voids for objects where there will be no fog that are not the player, where fog will still be rendered when not within the fog void. Currently it renders as shown if set to something other than the player. Essentially there is no fog rendered at all in front of the fog void, even when outside of it. Curious if this would be a simple fix somewhere
The void is computed outside the main loop for optimization purposes as it works fine for the original use case a top-down third person view). The alternative is to move it within the main shader loop (and compare the ray-marching position in world space with the void center).
Hi! Love the asset. Having a strange issue in the editor. Iām working in a fairly large scene (using Horiz[ON] to simulate massive amounts of land), in an ultra-wide resolution. I notice that after a few seconds of camera animation, the volumetric effect begins to jitter slightly, almost as if itās not sure where exactly it should be.
Any insight on how to remedy would be great! Thanks.