Alrighty I had the same problem as some others but figured it out. First off, you are clearly super knowledgeable and smart but this was SO fast I had to rapid pause haha. Slow down on each step please! More importantly, the ObjectLocalBounds: So the node does still exist but they changed it (I am in 5.31) and that seems to be tripping up a lot of people. Object Local Bounds now create a node under "Vectors" that gives a node with a red banner (instead of blue in this video) with 4 connections. The ONLY DIFFERENCE is connect the "Extents" to the B on your divide node instead of what the video shows. Everything else works the same. Hope that helps people! Worked great for me.
hey, the red version of objectlocalbounds doesnt have size but does have min and max options. what do you do with them? caus enow you dont have a size option to connect to b
Are you using the newest version of UE5? It's weird you can't find it. You need the min value of the node tomake it scalable in the height. Maybe try using just an object bounds?
That is great but what would make it perfect is to create some type of view distance.. Like making the fog thicker the further away from the player.. Got any idea how to add it on this material?
You can just scale it up and put it below the ground a bit. Otherwise you would have to subtract the height from the heightmap from the fog and then make it the same scale as your landscape but I think this is not good for rendering time, very complicated and would give glitchy results.
@@trexor67 @kiranpuli I got the solution. You have to go to visual effects at the top bar where you can get the meshes and stuff and then you can get the local height fog. It was newly implemented in Unreal Engine 5.3 :)
@@UnrealMatter that was not what i meant. I want to make a fog which is affected by a lightsource. The Fog is rly dense u cant look trough it, only a light can make the fog disappear
@@SixR6s Okay weird, at the end I showed how you can change the opacity of the fog in case you didn't see it. I'll try to make another advanced version
volumetric fog on true and for the material its set on volume and additive but, when i apply it to a cube its just see through. Tried to tweak the height and intensity/opacity even tho were set at 1 (default) but nothing changes idk@@UnrealMatter and looking to others tutorial its seem there isnt others way to do it. (im trying to make an underwater scene so need a volume which ind of blur the surronding).
@@UnrealMatter I've updated the version, didnt worked but ive watch a tutorial on making kind of a "fog" with postprocess volume and the tutorial was related to a caustic tutorial , a guy in the comment talk about the effect not working if scability was set on low for shadow and guess what ? Thats exactly the problem the noob i am encounter.. I feel dumb xdd