I've uploaded the mist material in case you guys want to try it: drive.google.com/file/d/1x-T_KMkxkdgQtkSPkF5ob2S5AJt7rXCm It requires UE5.2+, and is a .uasset file, which means you don't import it, but just put it in the project's Content folder and use it right away. Make sure to create a material instance for the best performance.
You mean the guy? Sure thing, will do motion capture for him later. Don't want to waste time on it too early, since I'll change his model, especially outfit. Also MetaHumans keep getting updated, and it broke my animation even more than it was originally. Don't want to have that happen again lol
Hey thanks for sharing this. It looks awesome i just don't know why it's not working on my project. ;( I tried first replicating your material graph and then even downloaded the file and followed your instructions but either way i had no success. Using UE 5.2.1 EDIT: i'm that noob i didn't know i had to turn on the option for "volumetric fog" in the ExponentialHeightFog parameters XD. Now it's working!
I would love for you to go through every node as I am fresh to Unreal and would love to learn how and why you did certain things. However, I totally get time is important.
Any idea why it's showing up as a foggy CUBE instead of a sphere in my project? I have Exp Height Fog, Volumetric Fog checked, doesn't matter what sizie or poly count sphere I create. When I drop the material (or material instance) onto the sphere, it creates a thick white foggy cube around the sphere. Also, the controls don't seem to affect how thick it is, so it's not really usable. It's like a block of white pillow stuffing. I'm on UE 5.3.2. If you have any tips at all, it would be appreciated! cheers
youre using volumes here, but how youd do it with better performance, is with making it either a floating circle, that always turns to the camera, or a particle system,, and sampling the depth buffer to fade the "fog" out, so it looks like its an actual volume. id also make it fade out when the player approaches it, so the camera doesnt clip through the sphere or particle. that will be much faster, bc unreal doesnt have to resolve the voxel math it has to with volumes. you would lose the option to enter the smoke, but if you used the particle system, it could still be preserved somewhat.
fog is its own pass so maybe that's why it's not influencing the complexity view mode. might be worth trying to use procedural foliage spawners instead of PCG... they're mesh instances with their own pivot
I think it would work the same, since it's all just instancing, and the way to fix it is in the shader itself. I recently rewrote it to be able to squish the spheres into ellipse shapes, and the changes may affect the PCG usage. Will do some tests soon!
3:41 yeah it doesn't affect the complexity of the shaders Btw I noticed a while ago that you removed a lot of your old vids. I understand that you want to move on, and they don't really match your new identity on yt, but I, for one, thought those videos were very very useful. Maybe you could have them up on a legacy channel or something?
All the painting videos are on the channel in Playlists. I only hid them from the main list, so they don't bombard new 3D-focused subscribers with painting videos recommendations
this looks so great, I must be missing a step though because when I add the material to the mesh I get nothing : ( is it possible this won't work on M2 Mac?
Do I need to use a sphere? I want to make really big walls of fog (probably a rare usecase) and when the camera is near the fog it dissapears, but only on the right side. It's weird. When I use a sphere it works. I will probably just use really big spheres :)
Anyone struggling with the "cannot import" error. Instead of dragging the file into Unreal, go into your project folder on windows and drag or copy it into the "content" folder.
@@BoroCG i try to open it in ue 5.2 and apply it on some geometry and im only getting transparent effect, do i need to turn on somthing in my ue project?
@@BoroCG I found that to be my issue when I first wanted to make a realistic game too with dense foliage so I know what your going through. I think if it can run on a gaming laptop most people can play it that care about pc games
Dumb question but possible that 5.3 broke the material?I cannot get it to show up in project at all, tried the exponential height fog etc, volumetric fog is ticked.. very confused!
Aye, been through the comments and tried most things, I'll figure it out. and I'll make sure to post back when I do! gonna be some obscure thing ticked off somewhere I'm sure! Great video as always! @@BoroCG
I've uploaded the mist material in case you guys want to try it: drive.google.com/file/d/1x-T_KMkxkdgQtkSPkF5ob2S5AJt7rXCm
It requires UE5.2+, and is a .uasset file, which means you don't import it, but just put it in the project's Content folder and use it right away.
Make sure to create a material instance for the best performance.
I tried it in Unreal 5.4.2 it didn't work. so will it work only in 5.2 versions?
also tried to load it into my scene for 5.4 and it doesn't work either 😥
works in 5.5
Right now the forest is pure eye candy it looks fire 💯 great job gamer
the fog is a nice touch and if you use it in a night setting it looks real good 🙂
Thanks for this! Looks great in my project.
thanks friend! this is amaizing clounds!
dope video broddy-i just found your channel, thanks for the info man
looks great!!
Fog looks amazing, still needs touch up on animation. That's what is driving me crazy lol.
You mean the guy? Sure thing, will do motion capture for him later. Don't want to waste time on it too early, since I'll change his model, especially outfit. Also MetaHumans keep getting updated, and it broke my animation even more than it was originally. Don't want to have that happen again lol
Is there possibility to add opacuty option for volumetric fog?
This is so cool
Hey thanks for sharing this. It looks awesome i just don't know why it's not working on my project. ;( I tried first replicating your material graph and then even downloaded the file and followed your instructions but either way i had no success. Using UE 5.2.1
EDIT: i'm that noob i didn't know i had to turn on the option for "volumetric fog" in the ExponentialHeightFog parameters XD. Now it's working!
Everything works, thank you
Honestly the fog looks good
Thank you for sharing
GOD YOU SAVED MY LIFE DUDE
It doesn't work for me :(
I did all the stuff as shown bis I just see a lot of nothing. What can be the problem?
I would love for you to go through every node as I am fresh to Unreal and would love to learn how and why you did certain things.
However, I totally get time is important.
Any idea why it's showing up as a foggy CUBE instead of a sphere in my project? I have Exp Height Fog, Volumetric Fog checked, doesn't matter what sizie or poly count sphere I create. When I drop the material (or material instance) onto the sphere, it creates a thick white foggy cube around the sphere. Also, the controls don't seem to affect how thick it is, so it's not really usable. It's like a block of white pillow stuffing. I'm on UE 5.3.2. If you have any tips at all, it would be appreciated! cheers
the guy don't answer questions? I can see your comment it's already 2months old
youre using volumes here, but how youd do it with better performance, is with making it either a floating circle, that always turns to the camera, or a particle system,, and sampling the depth buffer to fade the "fog" out, so it looks like its an actual volume. id also make it fade out when the player approaches it, so the camera doesnt clip through the sphere or particle. that will be much faster, bc unreal doesnt have to resolve the voxel math it has to with volumes. you would lose the option to enter the smoke, but if you used the particle system, it could still be preserved somewhat.
Awesome!
For some reason, material does not work for me, ue 5.2.1
Me,too. UE5.2.1,Do you have a solution 😮
I figured it out, you have to add Exponential Height Fog and tick Volumetric Fog and itll appear in the sphere you create.
I figured it out, you have to add Exponential Height Fog and tick Volumetric Fog and itll appear in the sphere you create.@@LLLKING-ZR
@@LucasIsBusy oo did you tick this within the world lighting stuff? or the individual mesh
fog is its own pass so maybe that's why it's not influencing the complexity view mode.
might be worth trying to use procedural foliage spawners instead of PCG... they're mesh instances with their own pivot
I think it would work the same, since it's all just instancing, and the way to fix it is in the shader itself. I recently rewrote it to be able to squish the spheres into ellipse shapes, and the changes may affect the PCG usage. Will do some tests soon!
The fog looks really great! Is it possible to switch the "camera inside" option on only if the camera is actually inside the mesh of the fog?
I guess if it's possible, you'd need to create a blueprint actor that checks for overlaps and changes the material's parameter. That should work
3:41 yeah it doesn't affect the complexity of the shaders
Btw I noticed a while ago that you removed a lot of your old vids. I understand that you want to move on, and they don't really match your new identity on yt, but I, for one, thought those videos were very very useful. Maybe you could have them up on a legacy channel or something?
All the painting videos are on the channel in Playlists. I only hid them from the main list, so they don't bombard new 3D-focused subscribers with painting videos recommendations
@@BoroCG oh woops sorta forgot to check that mb
Hi! I like the video! Btw i have a question, Its a way to make it always rendering? Because If I go away like 30 meters the effect stops
Not sure actually, I'm kind of happy with the way it's culling right now. May be some global setting for volumetrics can do it
@@BoroCG I will take a look. Thanks for your answer!! 😁
Found it btw, it's the View Distance in ExponentialHeightFog - so pretty much, just how far does the volumetric fog get calculated overall
@@BoroCG Nice! Thanks a lot BoroCG!
For procedural generation you can do this: World Position - ObjectPivotPoint or World Position - vertexinterpolator->ObjectPivotPoint.
Nice tutorial. But I have a question. How can I use it as a foliage actor for put it a bit more "natural" ? I tried but it don't work.
this looks so great, I must be missing a step though because when I add the material to the mesh I get nothing : ( is it possible this won't work on M2 Mac?
I don't think it could be not working on M2... You sure your object isn't too small or something? So far that's the best bet I have lol
So cool, is the story of the figured out yet? Do you already have people writing the story?
hi Boro! I'm not sure if you've already covered this in another video, but if you don't mind me asking - what PC specs you using to run UE5?
Hi, i9 12th gen, 3080ti 16gb, 32gb ram
@@BoroCG thank you so much for your reply! Also, just confirming, those are laptop specs right? I see you've propped up the laptop. What laptop is it?
Do I need to use a sphere? I want to make really big walls of fog (probably a rare usecase) and when the camera is near the fog it dissapears, but only on the right side. It's weird. When I use a sphere it works. I will probably just use really big spheres :)
Nevermind it works with Camera Inside toggled on
It looks great! I don't know if you mention it in the video but it does not work with Substrate.
Anyone struggling with the "cannot import" error. Instead of dragging the file into Unreal, go into your project folder on windows and drag or copy it into the "content" folder.
can how do we make this in uefn most of features are missing
Mine doesn't work. Version number is 5.2.1
I figured it out, you have to add Exponential Height Fog and tick Volumetric Fog and itll appear in the sphere you create.
I had the same problem, now it works thx@@LucasIsBusy
Hi!!thanks for sharing, support path tracing?
very cool
hi looks really cool ..is ther a ue 5.1 version?
I'm afraid not, afaik assets are not backwards compatible. Not that this material requires any new features, I'm just working in 5.2
@@BoroCG i try to open it in ue 5.2 and apply it on some geometry and im only getting transparent effect, do i need to turn on somthing in my ue project?
Most likely you need to make the object bigger. The fog is a pretty transparent thing
@@yevgeni4259 I have the same problem
cool,it works with ue5.4.3
It doesn't work at all. I'm using UE 5.2.1
I figured it out, you have to add Exponential Height Fog and tick Volumetric Fog and itll appear in the sphere you create.
@@LucasIsBusy wow! You were right. Thanks a lot. 😊
Not Working Unreal 5.2.1@@LucasIsBusy
The invisible flashlight?? 🤨🤨
Pretty high tech 😎
hi
At this point to play this game we will need a 3090 minimum lol
So far, you're very much correct. Work in progress
@@BoroCG I found that to be my issue when I first wanted to make a realistic game too with dense foliage so I know what your going through. I think if it can run on a gaming laptop most people can play it that care about pc games
Dumb question but possible that 5.3 broke the material?I cannot get it to show up in project at all, tried the exponential height fog etc, volumetric fog is ticked.. very confused!
Have you tried scaling up the sphere?
Aye, been through the comments and tried most things, I'll figure it out. and I'll make sure to post back when I do! gonna be some obscure thing ticked off somewhere I'm sure! Great video as always! @@BoroCG
I figured it out, you have to add Exponential Height Fog and tick Volumetric Fog and itll appear in the sphere you create.
I figured it out, you have to add Exponential Height Fog and tick Volumetric Fog and itll appear in the sphere you create.
@@BoroCG
t@@LucasIsBusy thank you so much!!!!!!!!!!!!!!!!!