There currently is a mismatch occurring when light function atlases are used in conjunction with exponential height fog. When the flag r.VolumetricFog.UsesLightFunctionAtlas is enabled, light shafts are rendered when no direct lighting is present in the room (see attached screenshot). However, with direct lighting present they are not also not being rendered
[Link Removed]
1. Open the attached repro project
2. Observe the light shaft property during the
3. Toggle r.VolumetricFog.UsesLightFunctionAtlas
4. Observe that the light shaft is from the window is only rendered when the directional light is not shining through the window
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-220404 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 5.3, 5.4.4 |
Target Fix | 5.6, 5.5 |
Created | Jul 29, 2024 |
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Resolved | Aug 5, 2024 |
Updated | Aug 20, 2024 |