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Density Volume circural glitches when moving camera.

Discussion in 'High Definition Render Pipeline' started by koirat, Aug 30, 2021.

  1. koirat

    koirat

    Joined:
    Jul 7, 2012
    Posts:
    2,098
    As you can see on on a picture below my Density Volume have this strange circular bounds when moving the camera. When I stop moving the camera those arcs start to disappear.
    Any solution in mitigating this problem, because right now it looks quite unusable.

     
  2. Lex4art

    Lex4art

    Joined:
    Nov 17, 2012
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    446
    Tweaking some parameters in volumetric fog settings may fix or at least reduce that filtering issue:
    "Denoising mode" -> should be set to "Gaussian". If "Both" ("Gaussian" and "Reprojection") are set or just "Reprojection" alone - this kind of issue is very likely to happen.
    "Slice distribution uniformly" - play with values, more quality with the price of more expensive fog.
    Some other settings below - "Quality" and it's sub settings.
     
    Last edited: Oct 27, 2021
    koirat likes this.
  3. Matjio

    Matjio

    Unity Technologies

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    Dec 1, 2014
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    110
  4. Reanimate_L

    Reanimate_L

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    is it a moving light or stationary light?
     
  5. koirat

    koirat

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    It is a dynamic light not static but was not moving at this time.

    Yes I had de noising set to Both. Setting to Gausian helps with density volumes but volumetric lights looks uglier.
    I guess this is a trade of.
     
  6. Ruchir

    Ruchir

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    May 26, 2015
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    934
    Are you using local fog volume?
     
  7. Ruchir

    Ruchir

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    Btw if you are using a local fog volume, then try increasing the blend distance until these sampling artifacts are gone.
     
    Lex4art and koirat like this.
  8. koirat

    koirat

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    Yes local volumes are the problem.
    Funny thing blend distance did mitigate the problem to some degree.
     
  9. pierred_unity

    pierred_unity

    Unity Technologies

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    May 25, 2018
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    433
    Have you tried to increase the resolution of your local fog volumes?
    upload_2021-10-27_14-32-8.png


    The froxel banding will also depend on the volumetric fog distance you set in your Volume. If you stretch it massively, it is not surprising to see such artifacts.

    It's tricky to advise you if you don't share any screenshots of your setup though, we don't even know what quality settings you use on the volume for instance (low, medium, high, custom?). :)
     
  10. koirat

    koirat

    Joined:
    Jul 7, 2012
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    2,098
    Is this a new version of Unity ?
    I don't see such an options in my HDRP settings. (2021.1.17)