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@@ -89,6 +89,16 @@ Two additional properties are offered in the **Temporal Reprojection** section:
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fog, but makes "ghosting" much worse. A lower value reduces ghosting but can
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result in the per-frame temporal jitter becoming visible.
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+.. note::
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+
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+ Unlike non-volumetric fog, volumetric fog has a *finite* range. This means
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+ volumetric fog cannot entirely cover a large world, as it will eventually
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+ stop being rendered in the distance.
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+
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+ If you wish to hide distant areas from the player, it's recommended to
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+ enable both non-volumetric fog and volumetric fog at the same time, and
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+ adjust their density accordingly.
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+
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Light interaction with volumetric fog
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-------------------------------------
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