When working with volumetric fog in dark environments, the fog produces very visible bands of light. The only “fix” to this I’ve found after playing with it for a few hours is lighting up the background to “wash out” the light rings so they aren’t noticeable.
Is there a way to make the gradation smoother? I went through each setting on the light source, fog volume, and world environment one by one and fiddled with them to see if there was any effect but nothing seemed to work.
I’m trying to play with a dark horror environment and moody lighting, so just brightening up the scene would ruin most of the effect I’m trying to pull off.
You may be running into color depth limitations; blending eats into color depth pretty quickly.
Are you using forward+?
The problem is truncation; each blend essentially needs a little more space below the decimal to maintain precision, but unless you’re using floating point textures that space isn’t there, so each step winds up rounding a bit. The cumulative rounding results in visual banding.
I believe you can find academic papers that try to solve this; I think there are schemes involving dithering, for example.