Volumetric Fog in @UnrealEngine isn't limited to just one generic density slider. You can actually apply the properties to a material and use objects or particles to set up little artistic fog regions! It's a great way to quickly add a bit of character to an area. #UETips
Here's the #UE4 material! I'm using the radius of the sphere for one mask and I'm also using the Distance To Nearest Surface to keep the fog clinging to actors in the scene. The Volume Texture is just Voronoi noise from the built in Volumetrics Plugin.
You'll still need the ExponentialHeightFog actor in your scene with Volumetric Fog enabled. Even if the density is 0! To use DistanceToNearestSurface you'll need Distance Fields enabled in the Project Settings. If you want the fog to still be visible in the dark add some emissive
If you want to tweak the effect on a per-actor basis without having to juggle instances or unnecessary simple blueprints you can use CustomPrimitiveData to tell the variables to read values straight from the mesh!
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If you want to nicely fade out an object close to the camera in #UE4 just set the Material to Masked and run a Distance Blend into a DitheredTemporalAA node. It's a commonly overlooked technique that efficiently adds polish and it's only 4 nodes! #UETips
If you're looking to fade out an entire object or fade between LODs then use Dithered LOD Transitions with a simple checkbox. Really helps foliage!
One little "gotcha" that might pop up from using camera based fading is that shadows will now *also* fade out when close to the object. You can use a ShadowPassSwitch node to get around that.
Creating an outdoor environment is both easy and hard. Getting the basics down pat is easy but if you want to make the best possible scene you're going to need to want to learn to use some of the systems built to handle them within @UnrealEngine. Time for a tweetorial! #UETips
Creating an outdoor environment doesn't start with the world, it starts with the project settings. Head to Project Settings->Rendering. Static lighting? Kill it. Having it enabled while using dynamic lighting adds overhead and you won't want lightmaps for a world that big.
We're going to have a whole lot of foliage and that would normally mean overdraw but we can enable an Early Z Pass. It works by caching the pixel distance in a pre-pass to skip occluded primitives. Setting "Mask Material only in early Z Pass" *really* helps with dense foliage.
If you're not using them already: Enable Runtime Virtual Textures in @UnrealEngine to have your foliage/environment sample the landscape beneath it to nicely blend and remove asset seams. It's really only a little bit of work to do it! Let's check out how.
Step one: Enable Virtual Textures in your Project Settings. Restart Editor. Important step.
Step two: In your Content Browser create two Runtime Virtual Textures (Under Materials and Textures) and call one Environment and one EnvironmentHeight. Set the Height RVT to "World Height" under content. I also increased the quality of my Environment RVT to 10.