Amerio.Stephane Posted November 20, 2017 Share Posted November 20, 2017 Hello, The shading of effect volumes is incorrect when then camera just enters the volume. See attached pictures (0.png = camera just outside, 1.png = camera just inside). I was trying to use a volume to simulate ground fog over a pond. This issue leads to a strong visual change when the camera enters or leaves the volume perpendiculary, and creates a "split screen" effect when the camera enters/leaves tangently. Link to comment
sebastianbah Posted November 24, 2017 Share Posted November 24, 2017 Hi, We've successfully reproduced the issue and try to investigate the problem. It may take a time, so we'll write back in case of any changes. Thanks! Link to comment
sebastianbah Posted November 30, 2017 Share Posted November 30, 2017 Hi, As for VolumeBox with volume_fog_*, I'm afraid it's an expected behavior. You can try to use volume_cloud_* material with VolumeBox object to avoid such problems. Thanks! Link to comment
Amerio.Stephane Posted November 30, 2017 Author Share Posted November 30, 2017 Hi, IMHO, a volume box should offer a smooth visual transition from outside to inside, from all angles. Let's call that a "known limitation". Anyway, I tried the volume_cloud, but surely the performance impact is not the same, and for a very large array (fog over a large water area where my helicopter must fly through), it is not the most optimal way, nor the best looking one (a lot of visual ring artifacts due to the low sampling, and a higher sampling decrease performance). Maybe reconsider enhancing the volume box for a future version? Thanks Link to comment
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