How To Make Thick 3D Mist Zones In UE5?

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  • Опубліковано 28 січ 2025

КОМЕНТАРІ • 86

  • @BoroCG
    @BoroCG  Рік тому +23

    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.

    • @khushnoorkhan1060
      @khushnoorkhan1060 7 місяців тому +1

      I tried it in Unreal 5.4.2 it didn't work. so will it work only in 5.2 versions?

    • @abitterfarewell
      @abitterfarewell 7 місяців тому

      also tried to load it into my scene for 5.4 and it doesn't work either 😥

    • @ryanoconnor7957
      @ryanoconnor7957 Місяць тому

      works in 5.5

  • @WassupFromMEDIC84
    @WassupFromMEDIC84 Рік тому +16

    Right now the forest is pure eye candy it looks fire 💯 great job gamer

  • @Mr.-M-Studio
    @Mr.-M-Studio Рік тому +3

    the fog is a nice touch and if you use it in a night setting it looks real good 🙂

  • @Frits_Mulder
    @Frits_Mulder Рік тому

    Thanks for this! Looks great in my project.

  • @LaCloacaDelGame
    @LaCloacaDelGame 4 місяці тому

    thanks friend! this is amaizing clounds!

  • @chelo111
    @chelo111 Рік тому

    dope video broddy-i just found your channel, thanks for the info man

  • @mootzartdev
    @mootzartdev 6 місяців тому

    looks great!!

  • @the_RCB_films
    @the_RCB_films Рік тому +9

    Fog looks amazing, still needs touch up on animation. That's what is driving me crazy lol.

    • @BoroCG
      @BoroCG  Рік тому +10

      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

    • @arturnilin359
      @arturnilin359 Рік тому

      Is there possibility to add opacuty option for volumetric fog?

  • @Moonguy13
    @Moonguy13 Рік тому +2

    This is so cool

  • @da_drood-digitalart
    @da_drood-digitalart Рік тому +4

    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!

  • @bisellium38
    @bisellium38 Рік тому

    Everything works, thank you

  • @Grunbeldknight
    @Grunbeldknight Рік тому +1

    Honestly the fog looks good

  • @kapablekid
    @kapablekid Рік тому

    Thank you for sharing

  • @ProjectYellowHound
    @ProjectYellowHound Рік тому

    GOD YOU SAVED MY LIFE DUDE

  • @sessil.823
    @sessil.823 6 місяців тому +1

    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?

  • @Opt4grunt
    @Opt4grunt 7 місяців тому

    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.

  • @RadekMichalik
    @RadekMichalik 11 місяців тому +1

    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

    • @reaperone7325
      @reaperone7325 9 місяців тому

      the guy don't answer questions? I can see your comment it's already 2months old

  • @realrunnow
    @realrunnow 5 місяців тому

    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.

  • @Grand_Alchemist
    @Grand_Alchemist 9 місяців тому

    Awesome!

  • @bisellium38
    @bisellium38 Рік тому +3

    For some reason, material does not work for me, ue 5.2.1

    • @LLLKING-ZR
      @LLLKING-ZR Рік тому +2

      Me,too. UE5.2.1,Do you have a solution 😮

    • @LucasIsBusy
      @LucasIsBusy Рік тому +4

      I figured it out, you have to add Exponential Height Fog and tick Volumetric Fog and itll appear in the sphere you create.

    • @LucasIsBusy
      @LucasIsBusy Рік тому

      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

    • @InfiniteLightAura
      @InfiniteLightAura 11 місяців тому

      @@LucasIsBusy oo did you tick this within the world lighting stuff? or the individual mesh

  • @ethanwasme4307
    @ethanwasme4307 9 місяців тому

    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

    • @BoroCG
      @BoroCG  9 місяців тому +1

      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!

  • @efs3
    @efs3 Рік тому +2

    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?

    • @BoroCG
      @BoroCG  Рік тому

      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

  • @ajblank833
    @ajblank833 Рік тому +1

    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?

    • @BoroCG
      @BoroCG  Рік тому +3

      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

    • @ajblank833
      @ajblank833 Рік тому +1

      @@BoroCG oh woops sorta forgot to check that mb

  • @guillermo3dcode
    @guillermo3dcode Рік тому +1

    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

    • @BoroCG
      @BoroCG  Рік тому +1

      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

    • @guillermo3dcode
      @guillermo3dcode Рік тому +1

      @@BoroCG I will take a look. Thanks for your answer!! 😁

    • @BoroCG
      @BoroCG  Рік тому +3

      Found it btw, it's the View Distance in ExponentialHeightFog - so pretty much, just how far does the volumetric fog get calculated overall

    • @guillermo3dcode
      @guillermo3dcode Рік тому +1

      @@BoroCG Nice! Thanks a lot BoroCG!

  • @mr.hamzik
    @mr.hamzik Рік тому

    For procedural generation you can do this: World Position - ObjectPivotPoint or World Position - vertexinterpolator->ObjectPivotPoint.

  • @fyren9522
    @fyren9522 Рік тому

    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.

  • @marloncobra1063
    @marloncobra1063 Рік тому +1

    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?

    • @BoroCG
      @BoroCG  Рік тому

      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

  • @Markenshieotto
    @Markenshieotto Рік тому

    So cool, is the story of the figured out yet? Do you already have people writing the story?

  • @PrabhablyAGoodYouTuber
    @PrabhablyAGoodYouTuber Рік тому

    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?

    • @BoroCG
      @BoroCG  Рік тому +1

      Hi, i9 12th gen, 3080ti 16gb, 32gb ram

    • @PrabhablyAGoodYouTuber
      @PrabhablyAGoodYouTuber Рік тому

      @@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?

  • @özgilbabo
    @özgilbabo Рік тому

    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 :)

    • @özgilbabo
      @özgilbabo Рік тому

      Nevermind it works with Camera Inside toggled on

  • @3am_vdb
    @3am_vdb Рік тому

    It looks great! I don't know if you mention it in the video but it does not work with Substrate.

  • @JacobraRecords
    @JacobraRecords 2 місяці тому

    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.

  • @itscoldcoldwinter
    @itscoldcoldwinter Рік тому

    can how do we make this in uefn most of features are missing

  • @LLLKING-ZR
    @LLLKING-ZR Рік тому +1

    Mine doesn't work. Version number is 5.2.1

    • @LucasIsBusy
      @LucasIsBusy Рік тому

      I figured it out, you have to add Exponential Height Fog and tick Volumetric Fog and itll appear in the sphere you create.

    • @gddr6speicher726
      @gddr6speicher726 Рік тому

      I had the same problem, now it works thx@@LucasIsBusy

  • @Mulai-1997
    @Mulai-1997 Рік тому

    Hi!!thanks for sharing, support path tracing?

  • @sunnyschramm9650
    @sunnyschramm9650 Рік тому

    very cool

  • @yevgeni4259
    @yevgeni4259 Рік тому

    hi looks really cool ..is ther a ue 5.1 version?

    • @BoroCG
      @BoroCG  Рік тому +1

      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

    • @yevgeni4259
      @yevgeni4259 Рік тому

      @@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
      @BoroCG  Рік тому

      Most likely you need to make the object bigger. The fog is a pretty transparent thing

    • @BukaDimka
      @BukaDimka 9 місяців тому

      @@yevgeni4259 I have the same problem

  • @ericfield775
    @ericfield775 3 місяці тому

    cool,it works with ue5.4.3

  • @guruprasadh_j
    @guruprasadh_j Рік тому

    It doesn't work at all. I'm using UE 5.2.1

    • @LucasIsBusy
      @LucasIsBusy Рік тому

      I figured it out, you have to add Exponential Height Fog and tick Volumetric Fog and itll appear in the sphere you create.

    • @guruprasadh_j
      @guruprasadh_j Рік тому

      @@LucasIsBusy wow! You were right. Thanks a lot. 😊

    • @SanjeevKumar-be4dd
      @SanjeevKumar-be4dd Рік тому

      Not Working Unreal 5.2.1@@LucasIsBusy

  • @bob-joe
    @bob-joe Рік тому

    The invisible flashlight?? 🤨🤨

    • @BoroCG
      @BoroCG  Рік тому

      Pretty high tech 😎

  • @elbu_669
    @elbu_669 Рік тому +1

    hi

  • @mb.3d671
    @mb.3d671 Рік тому

    At this point to play this game we will need a 3090 minimum lol

    • @BoroCG
      @BoroCG  Рік тому +1

      So far, you're very much correct. Work in progress

    • @mb.3d671
      @mb.3d671 Рік тому

      @@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

  • @Raldazzar2
    @Raldazzar2 Рік тому

    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!

    • @BoroCG
      @BoroCG  Рік тому

      Have you tried scaling up the sphere?

    • @Raldazzar2
      @Raldazzar2 Рік тому

      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

    • @LucasIsBusy
      @LucasIsBusy Рік тому +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
      @LucasIsBusy Рік тому +1

      I figured it out, you have to add Exponential Height Fog and tick Volumetric Fog and itll appear in the sphere you create.
      @@BoroCG

    • @냠냠이-e5g
      @냠냠이-e5g Рік тому +1

      t@@LucasIsBusy thank you so much!!!!!!!!!!!!!!!!!