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Part 8: ATMOSPHERE

⏱️ ~10 min📑 1 section

What you'll learn:

  • Exponential Height Fog and its key settings
  • Volumetric fog for light shafts and god rays
  • Practical density values for common scenarios
  • Performance cost and when to use volumetrics

Section 18: Height Fog & Volumetrics (10 min)

Exponential Height Fog creates atmospheric haze that increases with distance and decreases with altitude. It's essential for grounding outdoor scenes and adding depth.

Adding Height Fog:

  1. Place Actors → Visual Effects → Exponential Height Fog
  2. Position doesn't matter much — it affects the whole scene

SettingWhat It DoesRange
Fog DensityOverall fog thickness0.0 – 1.0 (0.02 default)
Fog Height FalloffHow quickly fog thins at altitude0.0 – 2.0 (0.2 default)
Fog Max OpacityMaximum fog visibility0.0 – 1.0 (1.0 = can go fully opaque)
Start DistanceDistance before fog begins0+ (0 = starts at camera)
Fog Inscattering ColorColor of the fog itselfRGB color picker
Directional Inscattering ColorColor toward the sunRGB color picker

Fog Density is your primary control. Start low (0.01–0.05) and increase gradually.

Fog Height Falloff controls vertical distribution:

  • Low values (0.1–0.2) = fog extends high, affects more of the scene
  • High values (0.5–1.0) = fog hugs the ground, clears at altitude

ScenarioFog DensityHeight FalloffNotes
Clear day0.005 – 0.010.2Subtle atmospheric perspective
Light haze0.02 – 0.040.2Visible but not obscuring
Morning mist0.05 – 0.10.5Ground-hugging, clears above
Heavy fog0.15 – 0.30.3Significantly reduces visibility
Interior dust0.01 – 0.020.1Very subtle, adds atmosphere
Dense atmosphere0.3+0.2Alien worlds, underwater feel

Tip: Start with "Light haze" values (0.02 density, 0.2 falloff) and adjust from there. It's easier to increase than to dial back from too much fog.


Volumetric Fog makes fog interact with lights, creating:

  • Light shafts / god rays
  • Visible light cones from spotlights
  • Atmospheric light scattering

Without volumetrics, fog is just a flat color overlay. With volumetrics, lights actually illuminate the fog particles.

Enabling Volumetric Fog:

  1. Select your Height Fog actor
  2. Details panel → Volumetric Fog: ✓ Enabled

Per-Light Control: Each light has a Volumetric Scattering Intensity setting:

  • 0 = This light doesn't affect fog (invisible in fog)
  • 1 = Normal contribution
  • >1 = Exaggerated effect (artistic choice)

SettingWhat It DoesRecommended
Scattering DistributionDirectionality of light scatter0.2 – 0.9
AlbedoFog color when litWhite or slight tint
Extinction ScaleHow quickly light fades in fog1.0 default
View DistanceHow far volumetrics render6000 – 10000

Scattering Distribution is key for look:

  • 0 = Uniform scatter (light spreads evenly)
  • 0.9 = Strong forward scatter (bright halo around sun, dramatic god rays)
  • 0.5–0.7 = Balanced, natural look

Volumetric fog has a real GPU cost. Budget accordingly:

ConfigurationApproximate CostNotes
Height Fog only (no volumetrics)~0.5 msVery cheap
Volumetric Fog (default settings)~2–4 msModerate
Volumetric Fog + many lights~4–8 msCan add up
High View Distance + density~6–10 msExpensive

Optimization tips:

  • Reduce View Distance if you don't need distant fog
  • Limit how many lights have Volumetric Scattering Intensity > 0
  • Use Directional Light for sun god rays (one light, big impact)
  • Spot/Point lights in fog are expensive — use sparingly

Outdoor Day Scene:

Fog Density: 0.02
Height Falloff: 0.2
Volumetric Fog: Enabled
Scattering Distribution: 0.7
Directional Light Volumetric Intensity: 1.0

Moody Interior:

Fog Density: 0.01
Height Falloff: 0.1
Volumetric Fog: Enabled
Scattering Distribution: 0.3
Spot Lights Volumetric Intensity: 0.5

Dense Forest:

Fog Density: 0.08
Height Falloff: 0.4
Volumetric Fog: Enabled
Scattering Distribution: 0.8
Directional Light Volumetric Intensity: 1.5

Product Visualization (Clean):

Fog Density: 0.0
Volumetric Fog: Disabled

For product shots, usually no fog — keep it clean.


Use CaseRecommendation
Outdoor environments with sun✓ Enable — god rays add realism
Moody interiors with visible light beams✓ Enable — adds atmosphere
Performance-critical gameplay⚠ Test carefully — can be expensive
Product visualization✗ Disable — keep focus on product
Stylized/clean art style✗ Usually disable
VR applications⚠ Expensive — use sparingly

IssueCauseFix
Fog looks flat/boringVolumetrics disabledEnable Volumetric Fog
No god rays visibleLight's Volumetric Intensity = 0Increase to 1.0+
Fog too uniformHeight Falloff too lowIncrease to 0.3–0.5
Performance tankingToo many volumetric lightsReduce lights with Volumetric Intensity > 0
Fog clipping at distanceView Distance too lowIncrease View Distance
Fog color looks wrongInscattering Color incorrectAdjust to match sky/light color

Key Points:

  • Fog Density 0.02 is a good starting point for most scenes
  • Height Falloff controls ground vs sky distribution
  • Volumetric Fog enables light interaction (~2-4ms GPU cost)
  • Scattering Distribution 0.7 gives natural god rays
  • Disable volumetrics for product shots and performance-critical scenes