OmniLight3D appears brighter when not looking directly at it in volumetric fog

Godot Version

4.4.1

Question

Hi everyone,

In my current 3d project, I’m using an OmniLight3D in volumetric fog. The light appears dimmer when the camera is facing it directly, and brighter when the camera is pointed in a different direction. I’d like to make the light appear equally bright regardless of the camera’s angle. I searched online for a solution, but couldn’t find one. I don’t know what to try anymore. I thought maybe it had something to do with the camera’s near plane, but changing that did unfortunately not help. How can i fix this?
Thank you for reading!
(I’m not native in English, thanks for your patience!)

This is a video demonstrating the issue:
Video demonstration

I think the problem is the “plane” part of “near plane”; when you turn, the distance between the near plane and the light decreases, because it’s flat.

Seen from the top:

   |
   |      *
   |
   |      *
   |
   |      *
   | 


      /
     /    *
    /
   /      *
  /
 /        *
/

The line is the near plane, seen from above, the stars are lights.

2 Likes

Thank you so much!

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