For anyone who can't see Fog you need to also have ExponentialHeightFog added as well and the Checkbox "Volumentric Fog" in its properties ticked, then your Cube should show fog.
RIGHT, if like me you are wondering why this isin't working for you, at 0:28 in the video he specifically says TURN ON VOLUMETRIC FOG...yeah...make sure to do that.
If anyone else is wondering what happened at 2:47, you can hold down the number 3 and then left click on the background to add a Constant3Vector. 1, 2, and 4 work respectively.
Thank you for the tutorial Ryan, I was trying to find A way to make a scary area in my game, that was very helpful. It will be nice for the future to tell us if this is going to be a high cost. Is it going to effect frames, what is rely on, ram or GPU etc. :) for the frame sake. As I know Volumetric Fog is very costly for frames. A grate video as always. Thank you
Will take a look through this soon, seems very handy. I was using the Local Height Fog and it causes insane amounts of crashes with it in 5.3.2 sadly, heard the bug was fixed in 5.4 but not tried .
Great tutorial, thanks. Anyone have an idea how to do the opposite? Have the fog fill the whole map except for one area? I'm doing a level with interior and exterior gameplay. I want the fog outside, but not inside.
Thank you for the vid. I'd love a tutorial on fog cards or particles--so you can have some animated slow rolling fog that isn't perfectly flat. Cheers!
I did a lot of testing with this trying to make a dust cloud for an asteroid belt. Even using a sphere mask on a solid shape will cause a fog effect within the masked area, I ended up using a dynamic mesh to create a torus, with sphere masks on the material. Are there any ways to have shadows affect the fog, like an object passing between the light source and the fog area?
whatws the better solution? To use volumetric fog with static cube volume or to use a particle system with volumetric material aplied? I have seen hey use both methods and im wondering with is better
Hi i have a question I want to record my game screen. I know there is a 'TAKE RECORDER' function, but I wanted to ask if you know of a blueprint node that allows this to be executed by pressing a button in the UI. can you answer me?
Did you double check that the Material Domain is set to "Volume" instead of "surface" ? And the blend mode needs to be "Additive"? I'm using 5.3.2 and it's there :)
For anyone who can't see Fog you need to also have ExponentialHeightFog added as well and the Checkbox "Volumentric Fog" in its properties ticked, then your Cube should show fog.
its still not working
this fixed it for me, thank you
you save me
@@rktjrb5930 welcome
@@Nak.nupschie2233wiki You might have two in your scene/outliner and one is overriding the other. Happened with me :)
For those newbies wondering what he did at 2:47, he put in a Constant3Vector.
One more information, in case someone needs it - Press three and left mouse button to insert the constant3vector. :)
MVPs of this whole video
saved my life
Thanks !
Thanks, I was just searching in google what was that for last 30 mins then realized you commented xD
what the value thing called at @3:00 i cant find it anywhere, its a constant, hold down one then left click mouse on the graph
RIGHT, if like me you are wondering why this isin't working for you, at 0:28 in the video he specifically says TURN ON VOLUMETRIC FOG...yeah...make sure to do that.
I
Holy crap, I thought I was going insane. THANK YOU
If anyone else is wondering what happened at 2:47, you can hold down the number 3 and then left click on the background to add a Constant3Vector. 1, 2, and 4 work respectively.
If you're going to use hotkeys, can you at least say what hotkeys you're using?
for real
It's pleasing to see some of the models that I'm made and also selling on Unreal Marketplace in some tutorial on TH-cam ;D Great tutorial btw ;)
Thank you for the tutorial Ryan, I was trying to find A way to make a scary area in my game, that was very helpful.
It will be nice for the future to tell us if this is going to be a high cost. Is it going to effect frames, what is rely on, ram or GPU etc. :) for the frame sake. As I know Volumetric Fog is very costly for frames.
A grate video as always. Thank you
Will take a look through this soon, seems very handy. I was using the Local Height Fog and it causes insane amounts of crashes with it in 5.3.2 sadly, heard the bug was fixed in 5.4 but not tried .
5.4 just released, hoping for the best with the Local Height Fog changes
it only works when shadows are set to high
Life saver
what do you mean ? beacause in my case it doesn't work :(
How do you do this when your only option is substrate materials now?
Great tutorial, thanks. Anyone have an idea how to do the opposite? Have the fog fill the whole map except for one area? I'm doing a level with interior and exterior gameplay. I want the fog outside, but not inside.
perhaps this will help: th-cam.com/video/YMiyFrUAEQk/w-d-xo.htmlsi=tbFV3t1cA3IXt58O
Thank you for the vid. I'd love a tutorial on fog cards or particles--so you can have some animated slow rolling fog that isn't perfectly flat. Cheers!
@RyanLaley Thank you for the lesson!
How to make a fog area in the shape of a mesh?
Not a square? :)
apply the material to whatever you're workin on!
They can also double as Dark souls fog gates lol
Very informative. Are there ways to make specific points dissipate the fog?
You could add a sphere mask in the material with the correct coordinates where the fog needs to dissipate.
@@itsmebvg Thank you I thought of that, but I'm not sure how to dynamically add more than one vector variable for that material to keep track of.
I did a lot of testing with this trying to make a dust cloud for an asteroid belt. Even using a sphere mask on a solid shape will cause a fog effect within the masked area, I ended up using a dynamic mesh to create a torus, with sphere masks on the material. Are there any ways to have shadows affect the fog, like an object passing between the light source and the fog area?
the simplest solutions are always the best, it's hard to beat that!
Many thanks!
whatws the better solution? To use volumetric fog with static cube volume or to use a particle system with volumetric material aplied? I have seen hey use both methods and im wondering with is better
I would imagine a particle system would be more costly.
THANK YOU!@@dreadtrain2846
bro what is "into here" supposed to be? 2:40
Hi i have a question I want to record my game screen. I know there is a 'TAKE RECORDER' function, but I wanted to ask if you know of a blueprint node that allows this to be executed by pressing a button in the UI. can you answer me?
Ryan, thx for tutor. In my case this fog culling in ~100m radius. I've didn't find setting for enlarge this radius. Maybe you know how to tweak it?
Go to the ExponentialHeightfog actor, under "Volumetric fog->View Distance" This controls view distance of all volumetric fog effects including local
Anyone know how to use heightmap for determining the position and shape of the fog?
can you make a lesson about volumetric fog of war for large maps
when i place the cube still appear no fog what i am doing wrong @ryan Laley
hi! Maybe you are using a low profile engine scalability setting, try to switch it to high or make a render
@@guillermo3dcode whats that i solved already thanks anyway
@@buffalosoldier-br1mi you are welcome!
@@guillermo3dcode MVP
@@kyleowens6132 ✌✌✌
You’re a life saver thank you
4:08 how did you make that moving fog?
Pretty sure that’s a particle effect
Is the performance cost of this type of fog a lot higher than regular fog? If I have a lot of them in my scene will it kill performance?
way way way lower lmao, normal fog is MUCH more performance hitting than just a material lol
managed to get it work but it disappears at certain viewing angles
Thanks!
Extinction is no longer there?
I just noticed that right now - looking for its replacement/alternative.
Did you double check that the Material Domain is set to "Volume" instead of "surface" ? And the blend mode needs to be "Additive"? I'm using 5.3.2 and it's there :)
if fog isnt showing make sure the volmentric plugin is installed
not working ☹️ I even tuned on volumetric fog
I figured out the issue for me was that I was using medium scalability settings instead of high
@@aidanhester5807 the scalability😦
ty
That's awesome. Will use this in my music stream project 👍
I made exactly as you but the fkn cube becomes totally invisble.
same
Your answer on second 25
@@Bloooodyfog it doesn't work.
@@trexor67 this guide is working i tried that fog , you just need to add ue exponential fog in scene first - and just repeat what he do next
turn on fog in the show button drop down
Doesn't work.