Mix Volumetric Fog & Raytraced Shadows the RIGHT Way (Unreal Engine 4.26)

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  • เผยแพร่เมื่อ 17 พ.ย. 2024

ความคิดเห็น • 289

  • @essamibrahiem2896
    @essamibrahiem2896 3 ปีที่แล้ว +20

    I actually find you a very good tutor, and your tutorials are always to the point. Thank you so much !.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      Thanks so much, I appreciate it!

  • @CGandalf90
    @CGandalf90 3 ปีที่แล้ว +2

    God dammit! This is THE absolute best tutorial I've seen on the matter. Clear, concise yet full of useful information related to the matter, and the most important, simple to digest. Thanks for the awesome work
    You just made a new sub.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      thanks so much Carlos! That means a lot ! Welcome to the community.

  • @lizlin6596
    @lizlin6596 3 ปีที่แล้ว +4

    THANK YOU THANK YOU THANK YOU for sharing this!! Been struggling with fog for a long time until now. THANK YOU

  • @Minetech2001
    @Minetech2001 3 ปีที่แล้ว +5

    I figured this one out a couple months ago glad to see im not crazy when making my volumetric scattering 10000. Maybe one day we will get official support for this :D also yet again amazing video.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +3

      Hey if it works and looks good? Who cares what the values are! ;)

  • @kiland3d
    @kiland3d 3 ปีที่แล้ว +1

    all your videos are just... short, simple.... and frighteningly effective!!! even for the newbie that I am on UE. thank you very much!!!

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      I'm so happy it helped! Best of luck with UE!

  • @sant0sch
    @sant0sch 3 ปีที่แล้ว +5

    Comes just in time. Thank you again, William! 🙌😊

  • @calmetosis
    @calmetosis 3 ปีที่แล้ว +2

    And here you are again, saving the day on "how to do RayTrace stuff" on UE4!

  • @pugmanzeno382
    @pugmanzeno382 3 ปีที่แล้ว +2

    I never figure the outliner order thing out , thanks for the tip !

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      I only realized it myself quite recently! Not sure if my theory explaining it actually works, but it's worked for me, so who knows!

  • @arthurtasquin4426
    @arthurtasquin4426 3 ปีที่แล้ว +1

    Man, I encountered this a lot and always got rid of the raytraced shadows or the fog. Glad you found a way around! :)

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      Yeah same here man, it was always pick the lesser of two evils!

  • @ahmedshakib3883
    @ahmedshakib3883 3 ปีที่แล้ว +1

    Cool trick , I will definitely look to try it out , I used to use fake god rays , using a rectangular box and playing with the opacity and emission.Great video.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      Yeah I often do the same actually! Sometimes you want a bit more control than what raytraced fog can give you.,

  • @IbtesamSadiq
    @IbtesamSadiq 3 ปีที่แล้ว

    you always have a to-the-point video without any extra stuff. and on top of that, you also provide the possible solution for errors that could occur. that's why I always enjoy watching your video. thanks for the very informative and great stuff. keep it up.

  • @aleksanibble
    @aleksanibble 3 ปีที่แล้ว +1

    Thank you so so much for your tutorials! I swear, I was looking for videos or texts about this issue and none of them were able to address the point so straightforward and so efficiently like you did in here. You have definitely helped many struggling artists out there!! I really appreciate your channel and content, thanks again! Cheers! :D

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      Thanks for the kind words! I appreciate it! Glad it helped :)

  • @AkshayKumarG13
    @AkshayKumarG13 3 ปีที่แล้ว +5

    Thank you so much for this video. Although, I don't have a RTX card for Raytracing this certainly opens up so many more doors to creativity! :D
    Also, I would love to learn how you animated/ got the camera to move so organically in the intro shot, it's impressive and would love to learn more about it!
    Thanks a ton again, William. Subbed!
    Cheers!

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +4

      Thanks sir! That’s a great suggestion actually! I’ll keep that in mind!

    • @samuelkilik8233
      @samuelkilik8233 3 ปีที่แล้ว +1

      @@WilliamFaucher please sir do it

  • @testlist3596
    @testlist3596 3 ปีที่แล้ว

    THANK YOU SO MUCH!!! I need this effect for some Music Video and I've been looking at a stupid amount of tutorials and finally found this one. Thank you kind sir

  • @koenberkvens5302
    @koenberkvens5302 2 ปีที่แล้ว

    Cheers for this. Teacher told us to use cloudcards for godrays but looked pretty bad in my scene. This seems to look a lot better!

  • @mustafatahsinsener2823
    @mustafatahsinsener2823 ปีที่แล้ว

    A very simple and clean narrative

  • @snook-official
    @snook-official ปีที่แล้ว +1

    so the way I've got around this in UE5 is to do two render passes, one with ray traced shadows and a little bit of fog, and one with just the god rays using the settings in this video so the only thing visible is the fog rays, then compositing the two using the screen blend mode in the video editor (i e. Davinci Resolve). Then just key framing the opacity to control where you want them. Gives a really good result. Bit of a ball ache but gets you there in the end.

  • @omphya6229
    @omphya6229 3 ปีที่แล้ว

    Thanks, not that i needed a tutorial for Raytracing, but it helped me with the volumetric lights itself.

  • @vektorprod.7211
    @vektorprod.7211 3 ปีที่แล้ว +1

    Как только я начинаю разбирать какую-то тему, на следующий день вы выпускаете видео по ней. Я не знаю, почему и как, но огромное спасибо! As soon as I start to sort out a topic, the next day you release a video on it. I do not know why or how, but thank you so much!

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Удовольствие мое! Спасибо за просмотр! (I hope google translate was OK here :P )

    • @vektorprod.7211
      @vektorprod.7211 3 ปีที่แล้ว +1

      @@WilliamFaucher Not really, but I understand you)

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      @@vektorprod.7211 Hahah sorry! But yeah, thanks for watching! I’m happy to help!

  • @STVinMotion
    @STVinMotion 3 ปีที่แล้ว

    It works! On a point light, too )) What a hack - I was so frustrated of choosing one or the other - you should see the big big smile I got on my face right now 😁

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Hahah I'm glad to hear it! Cheers man

  • @sarvys
    @sarvys 3 ปีที่แล้ว

    I see just one video of yours and now you earned a sub mate. Well explained.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      Thank you! And welcome to the community!

  • @tinyredkite
    @tinyredkite 2 ปีที่แล้ว +1

    William, thank you for the tutorial! Looks like it works in UE5 if the fog light is below the sun light in the list, and a little bit more intense (than the sun light, as somebody mentioned already). Sometimes fog light needs to be toggled off and on if it stops working.

  • @gen7ile
    @gen7ile 3 ปีที่แล้ว +1

    Con videos como este vas a llegar antes a los 100.000 que a los 10.000 🙌. Thank You William!!

  • @TheChrisNong
    @TheChrisNong ปีที่แล้ว +3

    It looks like I cant get a GodRays effect in 5.03 when using RayTracing

  • @roboldx9171
    @roboldx9171 3 ปีที่แล้ว

    Great tip as usual. 10,000.00 subs. Congrat's. Well deserved. Keep up the good work.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      Thank you! Not quiiiite at 10k yet but we're getting there!

  • @dcosta7120
    @dcosta7120 3 ปีที่แล้ว

    Many people out there making tutorial, I believe this corner is really one of the best, if not the best!

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      Thank you so much! I appreciate that!

  • @mihaiwilson
    @mihaiwilson 3 ปีที่แล้ว

    Keep em coming William! Your videos are a godsend!

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      You're too kind! Thank you, I will!

  • @fawadfarooq
    @fawadfarooq 3 ปีที่แล้ว

    Thank you so much ! wonderful tip you are really teacher . and thank you so much for your precious time to teach us.

  • @apixel.content
    @apixel.content 3 ปีที่แล้ว

    Thank you for another great tutorial and tips! Definitely will have to try this out!

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      The pleasure is mine! Thank you!

  • @TheSoprah
    @TheSoprah 5 หลายเดือนก่อน

    The first 5 seconds are so addiciting. The music and the scene... JESUS. What is the name of the song ?

  • @ArianaMusicNetwork
    @ArianaMusicNetwork 2 ปีที่แล้ว

    Hi William, I learned so much from you in one night, thanks a lot. I have a request if you can teach some stage/theater lighting techniques.

  • @B1GB3ANS
    @B1GB3ANS 3 ปีที่แล้ว +2

    Another great video!

  • @FX_AnimationStudios
    @FX_AnimationStudios 3 ปีที่แล้ว +1

    Super tips as well Bro.. thanks a lot!

  • @Nick_Ski
    @Nick_Ski 3 ปีที่แล้ว +1

    Really cool. Was just looking for this

  • @staticdrama
    @staticdrama 3 ปีที่แล้ว

    professional tutorials and explanations right here!
    thanks

  • @papermartin879
    @papermartin879 2 ปีที่แล้ว +1

    really hope they fix this soon, this really shouldn't be *the* way to get light shafts with ray tracing

  • @СветланаЮнисова-ш1и
    @СветланаЮнисова-ш1и 3 ปีที่แล้ว +1

    incredible! thank you so much! you are amazing!

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Thank you very much! I'm happy it helped!

  • @jinmick9998
    @jinmick9998 3 ปีที่แล้ว

    Great ! I was so confuse last night Every time I builiding light the volumetric light is different form the preview ,Thank you that's help me a lot!!!

  • @simonphose
    @simonphose 3 ปีที่แล้ว +1

    Hi William!
    I have a weird solution to solve the fog problem. I believe Height Fog prioritizes the highest lighting channel if you have multiple directional lights in the scene. So in this case the solution would be to activate lighting channels 0 and 1 on your Foglight. Let me know if it makes sense.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      Does it really? I'll have to try that out sometime, then! Seems like a weird fix but nothing surprises me at this point! :P
      Thanks for chiming in!

    • @simonphose
      @simonphose 3 ปีที่แล้ว +1

      @@WilliamFaucher I found this "solution" by trying to solve fog problems with two directional lights to separate the ambient lighting from that of the characters. So I had a directional Global for the whole scene and an additional one only for the characters with lighting channels 0 and 1 active. To solve everything I tried, in a totally random way, to activate the lighting channels 0 and 2 on the global directional and it completely solved the fog problems. The case here is not the same but it looks similar .. Let me know!

  • @planetrift
    @planetrift 3 ปีที่แล้ว +1

    I hope Epic fixes this for version 5 though. Because the fog light beam does in fact contribute to lighting in dark areas.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      It is fixed in Nvidias own branch of UE, so I think it's just a matter of Epic taking that code and implementing it themselves.

  • @prasannabandara2293
    @prasannabandara2293 3 ปีที่แล้ว

    You got nice tutorials. Thank you, William.

  • @malexelamn
    @malexelamn 2 ปีที่แล้ว +1

    Hi, William! I Think the issue with two light is besause both of this have parameter Atmospere Sun light is on. The engine can have only one "Sun" light in the level and ignore this parameter in second light, but when you off the active light engine transfer Sun parameter to the second one and it remain on second when you on the first light again, and it change the atmosphere color

    • @Musical_Live_Singer
      @Musical_Live_Singer 2 ปีที่แล้ว

      How do we off Sun parameter?

    • @malexelamn
      @malexelamn 2 ปีที่แล้ว

      @@Musical_Live_Singer Just find the "Atmosphere Sun light" parameter on the details panel of the light actor

  • @jackula4903
    @jackula4903 3 ปีที่แล้ว +1

    Thank you! love this channel keep it up

  • @valentindurand773
    @valentindurand773 3 ปีที่แล้ว

    Thank you for your very helpfull tutorial ! It's very clear !

  • @irfanparasayan
    @irfanparasayan 3 ปีที่แล้ว +1

    Hi William , i suggest you to try lazygodray where is in marketplace. Keep up good works!

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Never heard of it! I’ll have to check it out!

  • @birdonfiremedia
    @birdonfiremedia 2 ปีที่แล้ว

    This is extremely clever lol. Nice job! Don't suppose you know any tricks for god rays and RT translucency?

  • @ShainAnimations
    @ShainAnimations 3 ปีที่แล้ว

    Ah, I used to do exactly this on my previous projects haha.
    Also for anyone who can be bothered, the Nvidia Branch of 4.26 actually has volumetrics work correctly with raytraced lights so no cheating needed, but obviously you'll have to build the engine yourself, which isn't that hard but takes a minute. One thing I haven't experimented with yet is that by default in the Nvidia branch the volumetric fog on raytraced lights seems to be quite low res as it appears slightly blocky, I'm guessing changing the variable for volumetrics quality will do the trick and fix it but if not, then this cheat is still probably better for achieving high quality results.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Oh that's interesting, I didn't know about that!
      There is a console command for adjusting the resolution of the volumetric fog however! It escapes me at the moment but it's out there!

    • @HomAxz
      @HomAxz 3 ปีที่แล้ว

      @@WilliamFaucher r.VolumetricFog.GridPixelSize 1 here you go mate

  • @joaquimmeira372
    @joaquimmeira372 3 ปีที่แล้ว +2

    great video!!! I was wondering how did you manage to cast raytraced shadow to dynamic objects, such as foliage, without getting that "ghost" shadow effect? Amazing!

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      The weird shadow effect is usually related to the SKYLIGHT raytraced shadows, turn that off and you’re usually good to go :)

    • @joaquimmeira372
      @joaquimmeira372 3 ปีที่แล้ว

      @@WilliamFaucher thanks a lot!! :)

  • @NecroViolator
    @NecroViolator 3 ปีที่แล้ว

    Subbed because its very informattable information so I learned thing !!

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Thank you Sean! Welcome to the (small) community!

  • @heikohesse4666
    @heikohesse4666 3 ปีที่แล้ว +1

    You're the Hero - thank you!

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Thank YOU for watching, and commenting! :)

  • @SanOcelotl
    @SanOcelotl 3 ปีที่แล้ว +2

    hey dude, nice video, i was wondering if you have a tutorial on Lightmaps? i want to know if the auto generated lightmaps are a good choice

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      Hey there, thank you!
      No I don't have one just yet, but that's a great topic for a future video, thank you!

    • @SanOcelotl
      @SanOcelotl 3 ปีที่แล้ว

      @@WilliamFaucher well i hope you can help some of us with that, i like the way you explain things

  • @darksolarfilms
    @darksolarfilms 3 ปีที่แล้ว

    Great as always William, thanks

  • @godman10261
    @godman10261 3 ปีที่แล้ว +1

    great again. !!! amazing lighting wow~~~

  • @edemyankah5290
    @edemyankah5290 3 ปีที่แล้ว +6

    Thank you. Thank you. Thank youuuuuu

  • @hammad__official8756
    @hammad__official8756 3 ปีที่แล้ว +1

    Wow Great tips @William you save my days :D

  • @lega3855
    @lega3855 3 ปีที่แล้ว

    thanks for sharing this content william, good job

  • @loveparmar1
    @loveparmar1 3 ปีที่แล้ว +1

    Hey William big fan! Of your work just a question how do you enable evaluate world position offset on landscape Foliage for ray tracing? to avoid black shadows! On leaves and trees

  • @lebenin3604
    @lebenin3604 3 ปีที่แล้ว

    Off the charts! Big THANK YOU. #UnrealEngine #RayTracing #Realtime3d

  • @alangabrieltojo8650
    @alangabrieltojo8650 3 ปีที่แล้ว

    As always, Great tutorial!!

  • @7_of_1
    @7_of_1 3 ปีที่แล้ว +1

    Just what I’ve been trying to do for forest night scene, cool. Thanks. If not Patreon, then discord channel maybe?

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      I'm exploring my options at the moment, actually! Trying to see which service would be best to try. I'm considering Patreon, Discord, even TH-cam Memberships. I'm open to suggestions/thoughts, however!

    • @7_of_1
      @7_of_1 3 ปีที่แล้ว

      @@WilliamFaucher I actually like all of them, discord is good for feedback and community, so have that and then either Patreon or TH-cam for revenue. Btw, have you played with nvidia Omni verse yet for rendering? Been using the unreal connector and maya connector today and great quality renders, real-time and path traced. It’s awesome.

  • @carlosmilite
    @carlosmilite 3 ปีที่แล้ว +1

    thank you man, a great video everytime

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      Thanks Carlos! I appreciate it!

    • @carlosmilite
      @carlosmilite 3 ปีที่แล้ว

      @@WilliamFaucher i had similar problems in this work before your advice. Keep going
      th-cam.com/video/qEt46a-81y8/w-d-xo.html

  • @homie_z16
    @homie_z16 3 ปีที่แล้ว

    You sir, are a god sent.

  • @perschistence2651
    @perschistence2651 3 ปีที่แล้ว +1

    I hope they fix this soon so I can use both in games without impact the performance so much.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      I'm sure it will be resolved sooner than later!

  • @canadianfencer
    @canadianfencer 3 ปีที่แล้ว

    Thank you for the video, I learned a lot from it! I really need to get a better video card at some point. My 1080ti technically can do raytracing, but at...less than stellar performances.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Yeah it reallly helps to have raytracing, but I understand not everyone has RTX cards! Fortunately you can get very nice results without RTX though! Look at Pascale Scionti's work, lots of it doesnt use raytracing ;)

    • @canadianfencer
      @canadianfencer 3 ปีที่แล้ว

      @@WilliamFaucher Thanks for the pointer, I'll take a look at it!

  • @peterbikki8963
    @peterbikki8963 3 ปีที่แล้ว

    Actually Nvidia's unreal engine (that's available on their github) supports ray traced lights + volumetric shadowing on the same RT light, although it's not taking softness into account for the volumetric fog.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Yeah I heard! But since nobody is using Nvidias custom build for productions, I don't believe I should be using that, or be recommending it to others. At least not when it comes to making videos targeted towards helping users :)

    • @peterbikki8963
      @peterbikki8963 3 ปีที่แล้ว

      @@WilliamFaucher normally I would agree for projects that require complex & heavy coding, although for gfx artists who only seek nice visuals (or "just" making a single still or linear movie) I think it could work quite a few times (I personally really love those small RT optimizations that the nvidia build posesses, seems pretty stable on my projects).
      Although I totally agree with you in terms of using only vanilla Unreal tools to help others! :) The trick is pretty clever btw, keep up the good work William!

  • @furynotes
    @furynotes 3 ปีที่แล้ว +1

    I thought the hack would be allot worse. But its fairly simple. Now the animation problem. Maybe link and or parent both. Copy animation coordinates by hand. Dynamic lights.

  • @jakubjodlowski2768
    @jakubjodlowski2768 3 ปีที่แล้ว +1

    Another hit vid!

  • @wolfsblessing
    @wolfsblessing 3 ปีที่แล้ว

    Great tutorial, thanks!!
    One question or request... can you make a video, or a break down, of creating a realistic scene.. not just light but assets as well?

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Hmm that's not a bad idea! Assets are pretty time consuming in general, Megascans is HUGELY beneficial for stuff like this. I think asset creation would be a topic of its own if i ever do something like that!

    • @wolfsblessing
      @wolfsblessing 3 ปีที่แล้ว

      @@WilliamFaucher Fair enough, and I understand. Just as an idea, like the scene in this video, even one Megascans asset placement/material edit, and then rest and lights ... a breakdown could do as a start.
      Also, thanks for the reply, I appreciate the fact you reply your fans. Glad I subbed :)

  • @_Thri
    @_Thri 3 ปีที่แล้ว

    Damn, I thought you where Duncan Trussell for a second there

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Hahah I can see the resemblance!

  • @bandoli66
    @bandoli66 3 ปีที่แล้ว +1

    Great!! Thanks!!

  • @xiaogai4496
    @xiaogai4496 3 ปีที่แล้ว +1

    Love it~ Thank you~

  • @loveparmar1
    @loveparmar1 3 ปีที่แล้ว +1

    Ray tracing plus foliage tutorial please?

  • @vishesh8418
    @vishesh8418 3 ปีที่แล้ว

    This video is very informative! (like all your other :P ) Although, There's one topic I'd love to see you cover as I couldn't find many tutorials or content on that. Can you cover 'Levels' tab in any future video? I know what levels do in general, level/data streaming and all but I've seen people use it to store all the variants of their level in one scene. Suppose if I made a daytime scene and a nighttime scene, Instead of selecting and opening these two different levels from the content browser every time, I've seen people save that level to their level tab and then just show/hide it with just a click. They also store various elements of their level on their scene in these levels, like all the foliage in one, background elements in one, just like the layers in PS. I don't know if I'm missing anything here so I wanted you to cover this topic, if possible.
    Much love

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      THanks!
      Yeah the levels tab is super useful! Basically it allows multiple people to work on separate aspects of a level at the same time. One person can work on lighting, another can work on environment, another can work on set dressing, etc etc. You basically already understand the gist of what the level streaming does already! :) But I can cover it sometime sure!

    • @vishesh8418
      @vishesh8418 3 ปีที่แล้ว

      @@WilliamFaucher Thanks a lot for sharing some more information on it! :D

  • @YASIR.K
    @YASIR.K 3 ปีที่แล้ว

    Thank you William

  • @jazznezzz
    @jazznezzz 3 ปีที่แล้ว +1

    Thanks for this and for all your other videos! Question for you: Is there a way to create meshes that block light but are invisible? i.e. Meshes that act solely as light blockers?

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      You can! But there's caveats when raytracing is concerned. If you disable raytraced shadows on a light, you can use any object as a light blocked by enabling the "Hidden shadow" checkbox. And checking "hidden in game" as well.
      This does not work with Raytraced Shadows last I checked, though!

    • @jazznezzz
      @jazznezzz 3 ปีที่แล้ว

      @@WilliamFaucher Aww man! Thanks for the info! Super helpful and really appreciate it! :)

  • @mv4770
    @mv4770 3 ปีที่แล้ว

    Dude! You're amazing!

  • @amineroula
    @amineroula 3 ปีที่แล้ว +1

    amazing thank you

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Thank YOU sir! :) Appreciate you taking the time to write!

  • @snook-official
    @snook-official ปีที่แล้ว

    I got this to work in UE5.2 using Ultra Dynamic Sky as the volumetric fog and fog light and a directional light for the ray traced shadows, really weird, everything works fine in the viewport, even when I reload the project but when I render it seems that it's still casting the lumen dynamic shadows on my water (which is blocky with huge squares on it which also looks much brighter), basically it looks different form the viewport and I've no idea why, it's like it's getting the directional light properties mixed up or something or the water body is getting it's lighting value mixed up.. damn shame as I really thought I'd solved it.

  • @SK-hj1xh
    @SK-hj1xh 3 ปีที่แล้ว +1

    what about OCIO workflow unreal engine to after effect? There are no info about it on youtube, but its very special needs for cinematic view

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Excellent suggestion, thank you!

  • @AlexeyBorzykh
    @AlexeyBorzykh 3 ปีที่แล้ว +1

    Hi, William! Thanks for the tutorial!
    The only thing to mention is that I've got a bit different behavior of the lights on my side (using 4.27.1). In order to get the godrays to appear I had to set the foglight intensity a bit higher than the sunlight. Like, the sunlight at 2.0 and the foglight is at 2.001 And with that, i have much more light from the foglight source affecting my scene that i need. Basically is 50% :)
    I wonder if i've missed something or that is how the UE is currently handling the lights..?
    Best!

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      Yeah there seems to be some changed functionality in 4.27, this hack no longer works unfortunately, it's a real bummer.

    • @7_of_1
      @7_of_1 3 ปีที่แล้ว

      Hi, I have the same issue. Thought it was me doing something wrong in 4.27.1 .Didyou ever figure out a way to get it to work properly? Thanks.

    • @krzysztofknysak1090
      @krzysztofknysak1090 2 ปีที่แล้ว +1

      I figured out, that you can achieve quite good results in 4.27, when you leave sunlight with volumetric scattering intensity 4 or more instead of setting it to 0. Then you are able to use foglight with very little light power, and god rays will work. For example in my actual interior scene I have sunlight with intensity 15 and volumetric scattering intensity 20. Foglight - 0.05 intensity and volumetric scattering at 1 (this value seems to not impact the scene any more).

  • @yantingye1677
    @yantingye1677 3 ปีที่แล้ว

    hi,Wiiiam Faucher,I think it is unnecessary to use two directional lights,the only thing you need to do is turn on lightShafts Occlusion of Directional light.Hoping this would help you.

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Hi there! Not quite, Light Shafts are screen-space, which means if your source of light is off-screen, you won't see the light shafts anymore. Volumetric fog is different, regardless of where the camera is looking, you will always see the godrays. ;)

    • @yantingye1677
      @yantingye1677 3 ปีที่แล้ว

      I am sorry ,you are right,thank you for your guidance

  • @fareed7786
    @fareed7786 3 ปีที่แล้ว +1

    Amazing tutorial as always William ! I replicated this in my Arch Viz project and it looks amazing. The only problem i have now is that because of the exponential height fog, the HDR I have displayed to the user outside gets faded. Any solution where I can implement the light shafts but also have a clear hdri to view from the windows?

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +3

      You can use the cutoff distance on the fog so that anything beyond a certain range no longer has fog.

    • @fareed7786
      @fareed7786 3 ปีที่แล้ว

      @@WilliamFaucher thank you so much William !!

    • @antxionrhykel2699
      @antxionrhykel2699 3 ปีที่แล้ว +1

      Oh fantastic! I'm so glad I read this comment, I was trying to find something to this effect, now I know it exists I'll check the exponential height fog!
      Thank you again William!

  • @red4666
    @red4666 ปีที่แล้ว

    really cool fix dude. i wouldn't have thought of that. but having 2 directional lights is a bit problematic. i'm using the latest ue5 and it's still a problem. i love raytraced shadows, so i guess i'll have to choose between swanky shadows or a godray.

    • @WilliamFaucher
      @WilliamFaucher  ปีที่แล้ว

      Hah thanks! Yeah this fix broke in 4.27 and onwards unfortunately :(

  • @Ahmed_Orabi
    @Ahmed_Orabi 10 หลายเดือนก่อน

    Hello , William i hope it find you will
    i had a problem when i approached this in UE5.3 cause when i try to get a correct light shafts by using raytracing the ray of shafts it going to look like a poster in top the whole world it dose not hit the ground it continue until reach the camera frame i hope you got the point , so it dose not correctly at all so i decide to find solution and i find you in that video but the case here is different cause i try this hack in UE 5.3 and it pop up this massage on the screen
    ((( multiple directional lights are competing to be the single one used for forward shading ,etc ... please adjust their forward shading priority as a fallback , the main directional light will be selected based on overall brightness . )))
    and it turn of one of the light dependently on what is the one has more intensity light so any new solution for UE 5.3 please or new video for how setup this coreactly inside 5.3

  • @AboghnimaCGI
    @AboghnimaCGI 3 ปีที่แล้ว

    hello William
    first thanks for your support
    how can I make shadow catch I mean render shadow on transparent without ground

  • @unreal_animations
    @unreal_animations 3 ปีที่แล้ว

    Excellent ! Thanks !

  • @Suthriel
    @Suthriel 3 ปีที่แล้ว +1

    I discovered that too, but didn´t thought about lowering the fog light intensity to almost zero and raising it´s inscattering, so it always messed up my lighting ^.^ Thanks for that hint :)
    However, one problem remains, and that is, as with many volumes and post effects... will those godrays appear in raytraced reflections? Most of my fog scenes fell apart the moment a mirror object (shiny metal, water/ice/crystal) entered the scene :(

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      You know what that's a good question! I'm not sure if it shows up in raytraced reflections, it SHOULD, let me try it out and get back to you on that.

    • @Suthriel
      @Suthriel 3 ปีที่แล้ว

      @@WilliamFaucher Yeah, it should, but whenever i try to get any fog or atmoshere reflected, it doesn´t work :( Here is a fast testvideo, i would expect the lightshaft to cause some reflections, either in the sphere or the floor or at least to have any impact.
      th-cam.com/video/1qn0OI8ly7Y/w-d-xo.html

  • @atdfilms360
    @atdfilms360 3 ปีที่แล้ว +1

    Hi William, Thank you very much for the videos. I've learnt a lot from them. I'm currently creating my first UE4 personal project. I'd like to be able to message you about that please. How can I contact you? Thank you

  • @호떡-r8s
    @호떡-r8s 3 ปีที่แล้ว

    I have a question. I copied it, but when it's in play mode, the godray disappears. What's the reason?TT

  • @LBJurgens
    @LBJurgens 3 ปีที่แล้ว +1

    nice light hack :)

  • @vojtaklinkacek393
    @vojtaklinkacek393 3 ปีที่แล้ว +1

    I wonder how to light forest with great results. I think it can be really helpful video or topic :-)

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +2

      Great idea! And I will be doing a video avout that soon so stay tuned!

  • @jamaljamalwaziat1002
    @jamaljamalwaziat1002 3 ปีที่แล้ว +1

    Amazing

  • @habib90ful
    @habib90ful ปีที่แล้ว

    Hey man
    Thank you for all of your amazing tutorials.
    Can you Please make some tutorial on the Post Process Materials.
    I am using one Post Process Occlution Material to add extra contact details on top of my Scene Texture. ( Post-Process_Material_Output_01 ),
    But the problem happening with the volumetric Fog, my occlution is getting merged on top of the fog.
    I tried changing the Blendable Location of the occlution PPM to Before / After tonemaping, but no luck.
    Actually the reason I am using the PPM occlution material coz I have made some shader based rim light controls on my Character Master Material to get some extra fake rim light information from both side of the screen with customized controls.
    The rim is brightening the base color of the Character from sides, however it is brightening the shadow portion as well, so to remove that i am using PPM OCC on top of the whole output.

  • @Mr_Dee
    @Mr_Dee 3 ปีที่แล้ว +1

    Uhm....why not clicking on the lightshaft checkbox in the directional light? Am I missing something here??

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว +1

      Light shafts are screen-space, volumetric fog is not :) If your light source is off-screen, you won't see the light shafts, which limits you somewhat.

    • @Mr_Dee
      @Mr_Dee 3 ปีที่แล้ว +1

      @@WilliamFaucher check! 😀

  • @Matt.visualz
    @Matt.visualz 5 หลายเดือนก่อน

    How do I use light shafts with path tracing? Im trying that but the shafts/godrays dont show at all

    • @WilliamFaucher
      @WilliamFaucher  5 หลายเดือนก่อน

      Youll need to use volumetric fog! And adjust settings accordingly. Its tricky

  • @Druneg
    @Druneg 2 ปีที่แล้ว

    Hey William! Thanks for the tutorial! Do you know maybe some new valid for UE 5 workarounds like this?

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      You don't need the workaround, it works natively with lumen and directional lights :)

    • @Druneg
      @Druneg 2 ปีที่แล้ว

      @@WilliamFaucher How? Volume light is still off when I enable raytracing shadows in directional light details. With virtual shadow maps it works yes, with raytracing shadows its still no volume light for me in UE 5.

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      @@Druneg oh, if you use raytracing yes, but using Lumen shadows (virtual shadow maps) solves this issue

    • @Druneg
      @Druneg 2 ปีที่แล้ว

      @@WilliamFaucher yes, sure, it works with virtual shadow maps but they are not so beautiful and soft, and look a bit dull comparing to raytracing shadows :(

  • @gursimransingh8726
    @gursimransingh8726 3 ปีที่แล้ว +1

    i have a question do volumetric shadows work with distance filed shadows on a point light

    • @WilliamFaucher
      @WilliamFaucher  3 ปีที่แล้ว

      Ooh that is actually a VERY good question, I don't know the answer to that! I haven't worked with DF shadows in a while! Sorry!

    • @gursimransingh8726
      @gursimransingh8726 3 ปีที่แล้ว

      @@WilliamFaucher it does not work found on a documentation

  • @daniel6sharma
    @daniel6sharma 2 ปีที่แล้ว

    Did you find another way to make this work in ue5?

  • @JMach4217
    @JMach4217 3 ปีที่แล้ว

    Hey William. Trying to follow along on this, but....Every time I enable Raytracing in the project settings (and then restart), my project freezes at 39% and maxes out my CPU (I have two 2080 Ti's). basically any time I try and use Raytracing at all, it just won' t load, even in a blank project. Do you know of any fixes to this? Or anyone else for that matter?? I'm running UE 4.26.2. Thanks in advance!!

  • @jyotiwarm
    @jyotiwarm 3 ปีที่แล้ว +1

    Tnx