![volumetrix lighting volumetrix lighting](https://i.imgur.com/A0TXQzk.jpg)
The volume textures (voxels) used by Volumetric Fog are relatively low-resolution and aligned to the camera frustum. In this scene, the fog particles have populated these low-lying areas to create a localized fog effect that is shadowed using Voluemtric Fog.
![volumetrix lighting volumetrix lighting](https://i.pinimg.com/originals/2c/7f/03/2c7f03fd7095f66214803c5391b57f34.jpg)
Taking this approach a step further, you could use multiple spherical fog particles with noise from textures to limit fog to a certain area of your scene. The effect is fully three dimensional (3D) with no billboards involved. Placing a single Particle System with the material causes a sphere of density to be added to the Volumetric Fog. Volume materials currently only work on particles and positions inside of the particle radius will be valid, which is usually handled by a SphereMask. When shadow casting is enabled, Point and Spot Lights are approximately three times more expensive because they contribute to the volume textures shadowing, where as non-shadow casting lights only contribute to the fog but do not shadow. Toggles whether or not to cast a volumetric shadow for lights contributing to Volumetric Fog. When enabled, uses the Fog Inscattering Color, Directional Inscattering Color, and Inscattering Texture properties to override the light color with Volumetric Fog.Įach Light's contribution amount to the scene (and whether it shadows the fog) can be controlled by adjusting the following properties on each Light's Details panel under the Light section.Ĭontrols how much this light will contribute to the Volumetric Fog. Override Light Colors with Fog Inscattering Colors The number of Z slices can be adjusted by using r.VolumetricFog.GridSizeZ, where higher is better quality, but will be more expensive. Increasing the distance will result in under-sampling that can cause artifacts to appear. In the created volume texture for the fog there are a limited number of Z slices depending on this distance. This is the distance from the camera over which Volumetric Fog will be computed. Clouds, fog, and mist, which are based on water particles, have an Albedo close to 1.Ĭontrols how much the participating media blocks light. This is the overall reflectiveness of the participating media. This determines how directional the volumetric scattering is a value of 0, means light scatters equally in all directions, while a value close to 1 causes scattering, predominantly in the direction of the light (you have to be looking at the light to see its scattering). The exponential height distribution provides a global density for Volumetric Fog. Volumetric Fog controls can be found in the Exponential Height Fog component under the Volumetric Fog section. To control Volumetric Fog, you can adjust the properties in your Exponential Height Fog and on each Light to control the Light's contribution amount. The local controls enable you to control fog by way of a particle system in areas where the particles can spawn. The global controls enable you to use the Exponential Height Fog component to control fog for the the entire scene. When setting up and adjusting Volumetric Fog, you can control it globally or locally in your scene. In this scene, Volumetric Fog is coming from the directional light source off screen through the arch and surrounding area to create shadowed fog.