How to make Distance Fog post-process for Unreal Engine

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hello I'm from I would like to share with you some little trick to make a volumetric distance fog the IDE is to simulate some very small particle that would move in the air in in the wind as you can see in this scene it's it's moving here it's this green foggy could be any color and also as you can see this is a hidden by the fog but this one kind of stand in front of it no matter where you put it I'll show you how it's done to uh first you need to get a volumetric texture from the engine or anywhere else if you have some can yeah tutorials to create ones but uh we won't lose time we will just click here settings uh we will ask to show engine content so we you can get it here um type noise grab let's say this one drag and drop it in your project say copy here and you have your texture then you need to create uh a material name it the way you want and uh create an instance for this material so uh up create material instance yeah I will clean this project before I give it on my patreon don't worry so first the material first there is this filter this filter that avoids the the elements as I showed so uh here the stencil is one so I want this one to have stencil c one if I put something else it's see it get gets the fog immediately oh another thing if you want to use this stel uh remember to use uh to go to your project settings at rendering you need to at postprocessing here you need to have custom custom death uh stencil pass put it at enabled with stencil cuz uh otherwise you will only uh you will have one custom pass I mean you won't be able to choose a specific stencil so remember this option here now that we excluded what we didn't want we can create the fog itself so the fog is not f fully opaque we want it to have variations so the the trick is to use a lurp of course if the the value of the lurp is zero we take the image without without it and if we if the lurp is one you get the fog so the fog can be a simple color as you can see here can just plug this and it will work should just be one color or we can make something a bit uh more complex that will pan and that's interesting see you have two colors this white and this black the version I'm using is with uh yellow and and green and it gives this weird weird feeling you see so um more important than this you can completely avoid this and just put a color as as I said before how to uh do the that's more important first we need to exclude the the SC the scale box make sure it always gives zero when we are very very far it's in space it's in the sky you want to make sure it will go back to the the original input you don't want to forget remember that it's important or your effect will be very ugly then in my case I I prefer uh add um height filter if I if I fly like this see the fog won't follow it will it will always stick it will stick to a level on the ground if you don't put that when you go here you will have the green the green will follow you the F follow you in in the air it won't stick to the ground it's very bad so I multiply the value with it so now we have excluded the SK box with the this and prevented it from going uh outside of the I mean far from the the ground itself then here is uh just little adjustments and we have the the real the real effect should I say yeah the real one uh the real thing is um kind of simple in the end we pan both textures so we take we take two times I mean I say both textures but they are the the same I put two times this one okay multiply them together and what we need is to separate the the channels you don't want the the blue so you you remove it you just mask R and G you pan this use a Panner so cuz the panel needs a two no so you make a pan then you put back the the blue and then enter the 3D texture cuz of course 3D texture means it's it has X Y and Z coordinates so don't forget to give it the blue back so we get back here we adjust and poop as you can see in then it's uh it's not very complex effects the most important part is just this these two texture panning in different ways meaning see the values here that's what really matters to pun kind of against each other I mean you you can alter it a bit to try some some funny things that's why I told you to make this instance cuz in the instance you will be able to to alter your values and try something funny can try to change the speeds and don't forget to add these LEL details so you can adjust the size to to what you want for your scene you have to tweak tweak tweak tweak until you have what you really want but once it's achieved it can be really fun in stranded in outter space color changes it it's not defined um here and here I uh instead I um I use a material parameters so I can use a blueprint that will change the color and the the post process will take this color from The Collection you know it's um collection parameter see you make something like this you add a a vector great Vector then you can um you can use it here you can call it from here and you can also uh call it from a blueprints to Def to change the color from um a blueprint that not that's not referencing this material instance directly in my case a lot of things will alter the zones for alter so I found this solution more convenient than trying to find the the the reference of the all the time to changes it wasn't uh convenient hope it will help you uh if you have questions of course feel free to ask uh and of course like a subscribe and check on my patreon for the sources as always it will be uh patrons only for 10 days I guess and uh then it will be completely free you have a lot check my my patreon there are lots of stuff that are completely free and can have fun and hope you will have a lot of fun oh by the way um there is there are sales on real engine Marketplace and uh right now contain Po and spill wine is 50% off so if you want to have fun with the GL glue simulations have a a lot of U very uh Frenchy stuff including my uh dad's jugs and uh I forgot to put a screenshot of I no here when a very cute Crystal bottle I recreated it I was very proud of so [Music] um I hope you like my stuff and have a lot of fun with or without it and uh see you soon bye-bye
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Channel: Jau Studio EN
Views: 79
Rating: undefined out of 5
Keywords: Indiedev, indie, indiegamedev, post-process, fog, vFX, effect, effects, visual effect, visuals, visual, Unreal Engine, Unreal, Engine, UE, UE4, UE5, Distance fog, Distance, Stencil, Custom Pass, tutorial, tuto, unreal engine tutorial, made with unreal, how to, howto, gamedev, game dev, game development, asset, assets, environment, environmental
Id: 9csYsnbkvg0
Channel Id: undefined
Length: 10min 45sec (645 seconds)
Published: Fri Mar 15 2024
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