EXTREMELY IMPORTANT BUT NOT MENTIONED: The cloud texture itself which can "just be googled" is actually made with photoshop by going to Filters > Render > Clouds. This will actually make your texture look like moving clouds and not just an even ""smoke-like"" mess. Otherwise everything should work perfectly if you follow the video correctly.
The final result is excellent but as a tutorial, I would expect more explanation on how the math works and why you use Append, Dot, Multiply, etc. It doesn't have to be super long and complex but just "use Add and plug this and this because it's gonna do this", that would help people that are not really skilful in math to understand, instead of just copy and paste. It would save a lot of time from our side researching why this it's working like this just adding a few words from your side that if you create the system or at least understand it would not be really difficult to explain. Hope this message will be seen as a positive critique to improve your tutorials.
Hi, thanks for the tutorial. For the volumetric fog shader, I don't get why you're using a custom node instead of the "ObjectLocalBounds" or even better "BoundingBoxBased_0-1_UVW" which seems to do exactly all the operations up to the channel mask?
Thank you for the awesome tutorial. I followed it closely but when I applied the material to the cube, the fog was 90 degrees tilted. Meaning I have a wall of fog instead of it being on the ground. Could you think of what might be he problem?
Thank you for your work. I have some questions: 1) You wrote 5.3 in your title, but can we use the Advanced Fog Shader in 5.1? 2) Is it possible to use the Advanced Fog Shader in Metashoot?
Respectfully, You’d be better off just posting a screenshot of the final nodes result instead. The tutorial does not teach it’s just a blind how to. How much value does one receive from the video as opposed to just buying it or grabbing it for free? Which many other RU-vidrs have in their description? Constructive I’d say to try to actually explain what each node is and why you’re doing it.
Firstly, thanks this tutorial. I have a problem even ı click volumetrick fog to turn on and did everything you did I cant see fog in box. There is only an empty area. Where did ı do wrong, what can be problem? I use 5.3
The easiest way is to create one in Photoshop by clicking filter -> clouds. If you want you can get it from my patreon page as well as the other stuff I've made. Like the landscape auto material and more. www.patreon.com/CGDealers Otherwise it's easy to get one of those even with a google search. Cheers!
i followed the steps for creating a volumetric fog to the T, but still getting this error when saving the material "the current material has compilation errors, so it willnot render correctly in feature level sm6". im on UE5.3 i created my own cloud texture using Photoshop>>Render>>Clouds and set the compression to alpha as you have mentioned. but eh, thanks anyways
Interesting, I need to observe again when fog raises, but irl does fog actually cast shadows? I thought an object in the fog does, and if there is light present as well.. isnt the fog like cloud but as its on the ground iot wont give shadow? .. also wouldnt it be heavier to compute?
if you go back to the ExponentialHeightFog under the "Volumetric Fog" tab (where you enabled volumetric fog), you should see a parameter called view distance. You can dial it up to 10,000 and any value higher has to be manually typed in. I know this probably a little late but oh well lol