Weird "burn" artifacts with volumetric fog

Godot Version

4.3

Question

Hey, I’m getting some weird artifacts from the volumetric fog rendering- Here’s a screenshot from within the editor:

It can appear while in game too unfortunately.
I’m wondering if there is a workaround without compromising too much about the visuals.

Here are some of my parameters-
World Environment:
image

Fog Volume:
image

Project Settings:

Directional Light:

Thanks!

heya, from what i can tell, your settings are okay.

Your volume size and depth is also okay, as i often use even higher values…

This is more like a graphics card issue, or something weird in godot internally.
Most of the time how i fix this is tweak some values so theyre a little bit more above 0 and restart godot and its fixed for me.

Hope this helps!

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Any values in particular?
Tried making things .1 if they were 0 but the artifacts start reappearing shortly after restarting the project.

Haven’t confirmed but it seems like its caused by the directional lights “energy”
i.e the Energy and Volumetric Fog Energy.
Too bad this is limiting the god rays, so not a great workaround…

That would make sense, as godot is more 2D oriented, tho it has great 3D capabilites, its not certainly perfect

Also, Here are my settings from my game that get somewhat good godrays:

WorldEnvironment:
Godot_v4.3-stable_mono_win64_Nvb1bJI2dM

DirectionalLight3D:

Project settings
Godot_v4.3-stable_mono_win64_QLfELcL52v

These settings work great for no graphical burn or etc.

Hope this can somewhat help your project to get rid of the artifacts

BUT that said, every project requires different values, i found that these values get me godrays that i like, they might not be suitable for your project but for me they are good as they are.

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Awesome, so far so good, I’ll try tweaking and hopefully not breaking it- Thanks for the help :slight_smile:

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