Light Shaft (๋˜๋Š” God Ray)๋Š” ๋น›์ด ๋Œ€๊ธฐ ์ค‘์˜ ์ž…์ž๋“ค์„ ํ†ต๊ณผํ•˜๋ฉฐ ๋งŒ๋“ค์–ด๋‚ด๋Š” ๊ด‘์„  ํšจ๊ณผ๋กœ, ๊ฒŒ์ž„์—์„œ ์‚ฌ์‹ค์ ์ด๊ณ  ๋“œ๋ผ๋งˆํ‹ฑํ•œ ์กฐ๋ช… ์—ฐ์ถœ์„ ์œ„ํ•ด ์ž์ฃผ ์‚ฌ์šฉ๋ฉ๋‹ˆ๋‹ค. Unreal Engine์€ ์ด๋Ÿฌํ•œ ํšจ๊ณผ๋ฅผ ๊ตฌํ˜„ํ•˜๊ธฐ ์œ„ํ•ด ํ”„๋กœ์ ํŠธ์— ๋”ฐ๋ผ ์„ฑ๋Šฅ๊ณผ ํ’ˆ์งˆ ์ธก๋ฉด์„ ๊ณ ๋ คํ•œ ๊ฐ๊ฐ ๋‹ค๋ฅธ ์ „๋žต์ด ํ•„์š”ํ•˜๋ฉฐ ๊ฐ๊ฐ ๋‹ค๋ฅธ ํŠน์„ฑ์„ ๊ฐ€์ง€๊ณ  ์žˆ์Šต๋‹ˆ๋‹ค. ์ด๋ฒˆ์—” ์„ธ ๊ฐ€์ง€ ๋ฐฉ์‹์˜ ๊ตฌํ˜„ ๋ฐฉ๋ฒ•์˜ ํŠน์ง•๊ณผ ์‚ฌ์šฉ ์‹œ๋‚˜๋ฆฌ์˜ค, ๊ทธ๋ฆฌ๊ณ  ์ตœ์ ํ™” ๋ฐฉ๋ฒ•์„ ๋‹ค๋ฃน๋‹ˆ๋‹ค.

Light Shaft (God Ray)

Light Shaft๋Š” ํ•˜๋Š˜์—์„œ ๋‚ด๋ฆฌ๋Š” ๋น›์ค„๊ธฐ๋ฅผ ํ‘œํ˜„ํ•˜๋Š” ์‹œ๊ฐ ํšจ๊ณผ์ž…๋‹ˆ๋‹ค. ์˜ค๋ธŒ์ ํŠธ๊ฐ€ ๋น›์„ ๊ฐ€๋ฆฌ๋Š” ๋ถ€๋ถ„์˜ ์ฐจํ๋ฅผ ํ‘œํ˜„ํ•˜๊ธฐ ๋•Œ๋ฌธ์— โ€˜Light Blockingโ€™์ด๋ผ๊ณ ๋„ ๋ถˆ๋ฆฝ๋‹ˆ๋‹ค. ํƒœ์–‘์˜ ๊ณ ๋„๊ฐ€ ๋‚ฎ์„์ˆ˜๋ก ๋น›์ด ๋Œ€๊ธฐ๋ฅผ ๋” ๊ธด ๊ฒฝ๋กœ๋กœ ํ†ต๊ณผํ•˜๊ฒŒ ๋˜๋ฏ€๋กœ ์‚ฐ๋ž€ ํšจ๊ณผ๊ฐ€ ๊ฐ•ํ•ด์ง€๊ณ , ์ด๋กœ ์ธํ•ด ๋”์šฑ ๋“œ๋ผ๋งˆํ‹ฑํ•œ Light Shaft๊ฐ€ ํ˜•์„ฑ๋ฉ๋‹ˆ๋‹ค.


๋ฐฉ์‹1. Geometry / Material ๊ธฐ๋ฐ˜ God Ray

ํŠน์ง•

  • ์‹ค์ œ ๊ด‘ํ•™ ๊ณ„์‚ฐ์ด ์•„๋‹Œ, ์‹œ๊ฐ์  ์—ฐ์ถœ์— ๊ฐ€๊นŒ์šด ๋ฐฉ์‹์ž…๋‹ˆ๋‹ค.
  • ์„ธ๊ฐ€์ง€ ๋ฐฉ์‹ ์ค‘ GPU ๋น„์šฉ์ด ๊ฐ€์žฅ ๋‚ฎ์Šต๋‹ˆ๋‹ค.

์žฅ์ 

  • ๋ชจ๋ฐ”์ผ ๋ฐ ์ €์‚ฌ์–‘ ํ”Œ๋žซํผ์— ์ ํ•ฉํ•ฉ๋‹ˆ๋‹ค.
  • ์„ฑ๋Šฅ ๋ถ€๋‹ด์ด ๊ฑฐ์˜ ์—†์Šต๋‹ˆ๋‹ค.
  • ์›ํ•˜๋Š” ์œ„์น˜์— ๋ฐฐ์น˜ํ•  ์ˆ˜ ์žˆ์–ด์„œ ์—ฐ์ถœ์„ ํ†ต์ œํ•˜๊ธฐ ์‰ฝ์Šต๋‹ˆ๋‹ค.

๋‹จ์ 

  • ๋ฌผ๋ฆฌ์ ์œผ๋กœ ์ •ํ™•ํ•˜์ง€ ์•Š์Šต๋‹ˆ๋‹ค.
  • ์นด๋ฉ”๋ผ ๊ฐ๋„ ๋ณ€ํ™”์— ๋”ฐ๋ผ ๋ถ€์ž์—ฐ์Šค๋Ÿฝ๊ฒŒ ๋ณด์ผ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.
  • ๋ผ์ดํŠธ์™€์˜ ์ƒํ˜ธ์ž‘์šฉ์ด ์ œํ•œ์ ์ž…๋‹ˆ๋‹ค.

์‚ฌ์šฉ ๊ถŒ์žฅ ์ƒํ™ฉ

๋ชจ๋ฐ”์ผ ๊ฒŒ์ž„์ด๋‚˜ ์ €์‚ฌ์–‘ ํ”Œ๋žซํผ์„ ํƒ€๊ฒŸ์œผ๋กœ ํ•˜๋Š” ํ”„๋กœ์ ํŠธ์—์„œ ๊ฒฝ์ œ์ ์ธ God Ray ํšจ๊ณผ๊ฐ€ ํ•„์š”ํ•  ๋•Œ ์‚ฌ์šฉํ•˜๋Š” ๊ฒƒ์ด ์ข‹์Šต๋‹ˆ๋‹ค.

๊ตฌํ˜„๋ฐฉ์‹

1๏ธโƒฃ Plugins - DMX Fixture ํ™œ์„ฑํ™”โœ…

2๏ธโƒฃ ๐Ÿ“‚ ์ฝ˜ํ…์ธ  ๋ธŒ๋ผ์šฐ์ € Plugins โ†’ DMXFixtures โ†’ Light Fixtures โ†’ DMX Material - MI_Beam

3๏ธโƒฃ Plane์„ ๋ฐฐ์น˜ํ•˜๊ณ  ๋ฉ”ํ…Œ๋ฆฌ์–ผ์„ ์ž…ํžˆ๋ฉด Fake God Rayํšจ๊ณผ๋ฅผ ์‚ฌ์šฉํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

๋ฐฉ์‹2. Light Shaft ๊ธฐ๋ฐ˜ God Ray

Directional Light์—๋Š” ๊ธฐ๋ณธ์ ์œผ๋กœ Screen Space ๊ธฐ๋ฐ˜ Light Shaft ๊ธฐ๋Šฅ์ด ํฌํ•จ๋˜์–ด ์žˆ์Šต๋‹ˆ๋‹ค.

์žฅ์ 

  • ๋น„๊ต์  ๋‚ฎ์€ ๋น„์šฉ์œผ๋กœ ๊ตฌํ˜„ ๊ฐ€๋Šฅํ•ฉ๋‹ˆ๋‹ค.
  • ์„ค์ •์ด ๊ฐ„๋‹จํ•ฉ๋‹ˆ๋‹ค.
  • ์ค‘๊ฐ„ ์‚ฌ์–‘ ํ”Œ๋žซํผ์— ์ ํ•ฉํ•ฉ๋‹ˆ๋‹ค.

๋‹จ์ 

  • Screen Space ๊ธฐ๋ฐ˜์ด๋ฏ€๋กœ ์นด๋ฉ”๋ผ ๋ฐ–์˜ ์ •๋ณด๋Š” ๋ฐ˜์˜๋˜์ง€ ์•Š์Šต๋‹ˆ๋‹ค.
  • ์‹ค์ œ ๋ณผ๋ฅจ ์‚ฐ๋ž€๊ณผ๋Š” ๋‹ค๋ฆ…๋‹ˆ๋‹ค.

์‚ฌ์šฉ ๊ถŒ์žฅ ์ƒํ™ฉ

์ค‘๊ฐ„ ์‚ฌ์–‘์˜ PC๋‚˜ ์ฝ˜์†” ๊ฒŒ์ž„์—์„œ ์ ์ ˆํ•œ ํ’ˆ์งˆ๊ณผ ์„ฑ๋Šฅ์˜ ๊ท ํ˜•์ด ํ•„์š”ํ•  ๋•Œ ์ ํ•ฉํ•ฉ๋‹ˆ๋‹ค.

์ฃผ์š” ์„ค์ •

Directional Light์˜ ์ฃผ์š” ์†์„ฑ์ด ์žˆ๊ณ  ์ œ์–ดํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

  • Light Shaft Bloom: ์Šคํฌ๋ฆฐ์„ ๋ฐ๊ฒŒ ๋งŒ๋“ค์–ด God Ray๋ฅผ ์ƒ์„ฑํ•ฉ๋‹ˆ๋‹ค.
  • Light Shaft Occlusion: ์ฐจํ ์ •๋„๋ฅผ ์กฐ์ ˆํ•ฉ๋‹ˆ๋‹ค

๋ฐฉ์‹ 3. Volumetric fog ๊ธฐ๋ฐ˜ God Ray

๊ฐ€์žฅ ๋ฌผ๋ฆฌ์ ์œผ๋กœ ์ •ํ™•ํ•œ ๋ฐฉ์‹์€ Volumetric Fog๋ฅผ ํ™œ์šฉํ•˜๋Š” ๊ฒƒ์ž…๋‹ˆ๋‹ค. ์ด ๋ฐฉ์‹์€ ์‹ค์ œ๋กœ 3D ๊ณต๊ฐ„ ๋‚ด์˜ ๋ณผ๋ฅจ์„ ๊ณ„์‚ฐํ•˜์—ฌ, ๋น›์ด ๊ณต๊ธฐ ์ค‘์—์„œ ์‚ฐ๋ž€๋˜๋Š” ๊ณผ์ •์„ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ํ•ฉ๋‹ˆ๋‹ค.

์žฅ์ 

  • ๋ฌผ๋ฆฌ์ ์œผ๋กœ ์ •ํ™•ํ•œ ๊ฒฐ๊ณผ๋ฅผ ์ œ๊ณตํ•ฉ๋‹ˆ๋‹ค.
  • ๋ฐ˜ํˆฌ๋ช…(Translucency) ์˜ค๋ธŒ์ ํŠธ์™€ ์ƒํ˜ธ์ž‘์šฉํ•ฉ๋‹ˆ๋‹ค.
  • Dynamic Shadow์™€ Static Shadow ๋ชจ๋‘ ์ง€์›ํ•ฉ๋‹ˆ๋‹ค.
  • ๋‹ค์–‘ํ•œ ๊ด‘์› ํƒ€์ž…(Directional, Spot, Point, Rectโ€ฆ)๊ณผ ์—ฐ๋™๋ฉ๋‹ˆ๋‹ค.

๋‹จ์ 

  • GPU ๋น„์šฉ์ด ๊ฐ€์žฅ ๋†’์Šต๋‹ˆ๋‹ค.
  • ์”ฌ์—์„œ ์‚ฌ์šฉํ•˜๋Š” ๋ผ์ดํŠธ๊ฐ€ ๋งŽ์„์ˆ˜๋ก ๋น„์šฉ์ด ์ฆ๊ฐ€ํ•ฉ๋‹ˆ๋‹ค.
  • ํŠนํžˆ Volumetric Shadow๋ฅผ ์ƒ์„ฑํ•˜๋Š” ๋ผ์ดํŠธ์˜ ๊ฒฝ์šฐ ์„ฑ๋Šฅ ๋น„์šฉ์ด ๋”์šฑ ์ปค์ง‘๋‹ˆ๋‹ค.

์‚ฌ์šฉ ๊ถŒ์žฅ ์ƒํ™ฉ

๊ณ ์‚ฌ์–‘ PC ๊ฒŒ์ž„์ด๋‚˜ ์ฐจ์„ธ๋Œ€ ์ฝ˜์†” ํ”„๋กœ์ ํŠธ ๊ทธ๋ฆฌ๊ณ  ๊ฒŒ์ž„ ์‹œ๋„ค๋งˆํ‹ฑ ์—ฐ์ถœ์—์„œ ์ตœ๊ณ  ํ’ˆ์งˆ์˜ ๋ผ์ดํŒ…์ด ํ•„์š”ํ•  ๋•Œ ์‚ฌ์šฉํ•ฉ๋‹ˆ๋‹ค.

Volumetric fog ์ฃผ์š” ์„ค์ •

Directional Light ์„ค์ •

  • Atmosphere/Fog Sun Light ํ™œ์„ฑํ™”
  • Light ๊ณ ๊ธ‰ํ‘œ์‹œ โ†’ Cast Volumetric Shadow ํ™œ์„ฑํ™”
  • Volumetric Scattering Intensity
    • ํ•ด๋‹น ๋ผ์ดํŠธ๊ฐ€ ๋ณผ๋ฅจ ์•ˆ๊ฐœ์— ์–ผ๋งˆ๋‚˜ ์˜ํ–ฅ์„ ์ฃผ๋Š”์ง€ ์กฐ์ ˆํ•ฉ๋‹ˆ๋‹ค. ์ฆ‰ ๊ฐ’์ด ๋†’์„์ˆ˜๋ก Godlay ์„ธ๊ธฐ๊ฐ€ ๊ฐ•ํ•ด์ง‘๋‹ˆ๋‹ค.

Volumetric Scattering Intensity

๋””๋ ‰์…”๋„ ๋ผ์ดํŠธ๋ฟ๋งŒ ์•„๋‹ˆ๋ผ ๋ชจ๋“  ๊ด‘์› ํƒ€์ž…์— ์žฅ์ฐฉ๋œ ์†์„ฑ์ž…๋‹ˆ๋‹ค.


Exponential Height Fog ์„ค์ •

Volumetric Fog๋Š” Exponential Height Fog ์ปดํฌ๋„ŒํŠธ์—์„œ ์ œ์–ด๋ฉ๋‹ˆ๋‹ค.

  • Scattering Distribution
    • ๋น›์ด ์–ผ๋งˆ๋‚˜ ์ „๋ฐฉ ์‚ฐ๋ž€๋˜๋Š”์ง€ ๊ฒฐ์ •ํ•ฉ๋‹ˆ๋‹ค.
    • ๊ฐ’์ด 1์— ๊ฐ€๊นŒ์šธ์ˆ˜๋ก ์นด๋ฉ”๋ผ ๋ฐฉํ–ฅ์œผ๋กœ ๊ฐ•ํ•˜๊ฒŒ ์‚ฐ๋ž€๋ฉ๋‹ˆ๋‹ค.
  • Albedo
    • ๊ณต๊ธฐ ์ž…์ž์˜ ๋ฐ˜์‚ฌ์œจ์ž…๋‹ˆ๋‹ค.
    • ์ˆ˜์ฆ๊ธฐ ๊ธฐ๋ฐ˜ ์•ˆ๊ฐœ๋Š” Value๊ฐ€ ๋†’์€ ๊ฐ’(๋ฐฑ์ƒ‰)์— ๊ฐ€๊น๊ณ , ์—ฐ๊ธฐ๋‚˜ ์Šค๋ชจ๊ทธ๋Š” Value๊ฐ€ ๋‚ฎ์€ ๊ฐ’(ํ‘์ƒ‰)์„ ์‚ฌ์šฉํ•ฉ๋‹ˆ๋‹ค.
  • Extinction Scale
    • ๋งค์งˆ์ด ๋น›์„ ์–ผ๋งˆ๋‚˜ ํก์ˆ˜ํ•˜๋Š”์ง€ ๊ฒฐ์ •ํ•ฉ๋‹ˆ๋‹ค.
    • ๊ฐ’์ด ๋†’์„์ˆ˜๋ก ๋น›์ด ๋น ๋ฅด๊ฒŒ ๊ฐ์‡ ํ•ฉ๋‹ˆ๋‹ค.
  • View Distance
    • ์นด๋ฉ”๋ผ์—์„œ ๊ณ„์‚ฐ๋˜์–ด ๋ Œ๋”๋ง๋˜๋Š” ๋ณผ๋ฅจ ๋ฒ”์œ„๋ฅผ ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค.
  • Static Lighting Scattering Intensity
    • Lightmass๋กœ ๋ฒ ์ดํฌ๋œ Volumetric Lightmap์˜ ์˜ํ–ฅ๋„๋ฅผ ์กฐ์ ˆํ•ฉ๋‹ˆ๋‹ค.
      • ๐Ÿ› ๋””๋ฒ„๊น…: ํ‘œ์‹œ โ†’ ์‹œ๊ฐํ™” โ†’ ๋ณผ๋ฅ˜๋ฉ”ํŠธ๋ฆญ ๋ผ์ดํŠธ๋งต
  • Override Light color with fog inscattering colors
    • ๊ณ ๊ธ‰์— ์ˆจ๊ฒจ์ ธ ์žˆ๋Š” ์ด ๊ธฐ๋Šฅ์€ Fog Color๋ฅผ God Ray์— ๋ฐ˜์˜ํ•ฉ๋‹ˆ๋‹ค.

Volumetric Fog ์ตœ์ ํ™”

Volumetric Fog๋Š” ํ•ด์ƒ๋„ ๊ธฐ๋ฐ˜ 3D ๊ทธ๋ฆฌ๋“œ๋ฅผ ์‚ฌ์šฉํ•ฉ๋‹ˆ๋‹ค.
๋”ฐ๋ผ์„œ ํ•ด์ƒ๋„์™€ ๊ฑฐ๋ฆฌ ์„ค์ •์ด ์„ฑ๋Šฅ์— ์ง์ ‘์ ์ธ ์˜ํ–ฅ์„ ์ค๋‹ˆ๋‹ค.

Global Fog Densityย ๊ฐ’์„ ์ค„์—ฌ์„œ ์ „๋ฐ˜์ ์ธ ์—ฐ์‚ฐ๋Ÿ‰์„ ๋‚ฎ์ถœ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.


์‹œ๋„ค๋งˆํ‹ฑ ํ’ˆ์งˆ์„ ์œ„ํ•œ ๊ณ ๊ธ‰ ์˜ต์…˜

์˜ต์…˜1. Raytraced Shadows๋กœ God Ray ์–ป๋Š” ๋ฐฉ๋ฒ•

Ray Traced Shadow๋Š” ๊ธฐ์กด ์„€๋„ ๋งต ๋ฐฉ์‹๋ณด๋‹ค Geometry ์ •๋ณด๋ฅผ ๋” ์ •ํ™•ํ•˜๊ฒŒ ๋ฐ˜์˜ํ•˜์—ฌ ๊ทธ๋ฆผ์ž๋ฅผ ๊ณ„์‚ฐํ•ฉ๋‹ˆ๋‹ค. ์ด๋ฅผ Volumetric Fog์™€ ํ•จ๊ป˜ ์‚ฌ์šฉํ•˜๋ฉด, ๊ณต๊ธฐ ์ค‘์—์„œ ํ˜•์„ฑ๋˜๋Š” God Ray์˜ ์ฐจํ ํ‘œํ˜„์ด ๋ณด๋‹ค ์ •๊ตํ•ด์งˆ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

ํŠนํžˆ ๋‹ค์Œ๊ณผ ๊ฐ™์€ ์ƒํ™ฉ์—์„œ ์ฐจ์ด๊ฐ€ ๋“œ๋Ÿฌ๋‚ฉ๋‹ˆ๋‹ค.

  • ์–‡์€ ๊ตฌ์กฐ๋ฌผ(๋‚œ๊ฐ„, ์ฒ ๊ณจ, ๋‚˜๋ญ‡๊ฐ€์ง€ ๋“ฑ)์„ ํ†ต๊ณผํ•˜๋Š” ์—ญ๊ด‘ ์žฅ๋ฉด
  • ๋ณต์žกํ•œ ์‹ค๋ฃจ์—ฃ์ด ๊ฐ•์กฐ๋˜๋Š” ์‹œ๋„ค๋งˆํ‹ฑ ์ปท
  • ์•ˆ๊ฐœ ๋ฐ€๋„๊ฐ€ ๋†’์•„ ๋น›์ค„๊ธฐ ๋””ํ…Œ์ผ์ด ์ค‘์š”ํ•œ ์žฅ๋ฉด

์ด ๊ฒฝ์šฐ Ray Traced Shadow๋Š” ๊ตฌ์กฐ๋ฌผ์˜ ํ˜•ํƒœ๋ฅผ ๋” ์ •ํ™•ํ•˜๊ฒŒ ๋ฐ˜์˜ํ•˜์—ฌ, God Ray์˜ ๊ฒฝ๊ณ„๊ฐ€ ์ž์—ฐ์Šค๋Ÿฝ๊ณ  ์„ ๋ช…ํ•˜๊ฒŒ ํ‘œํ˜„๋ฉ๋‹ˆ๋‹ค. ์‹ค์ œ๋กœ Blur Studio์—์„œ ์ œ์ž‘ํ•œ Unreal ๊ธฐ๋ฐ˜ ์‹œ๋„ค๋งˆํ‹ฑ ํ”„๋กœ์ ํŠธ์ธ Secret Level: Unreal Tournament ๋‹จํŽธ์—์„œ๋„ ์ด๋Ÿฌํ•œ ๋ฐฉ์‹์ด ํ™œ์šฉ๋์Šต๋‹ˆ๋‹ค.

์„ค์ • ๋ฐฉ๋ฒ•

1๏ธโƒฃ ์กฐ๋ช…์— Cast Volumetric Shadow ํ™œ์„ฑํ™”

2๏ธโƒฃ Cast Ray Traced Shadows - Enable๋กœ ์„ค์ •

3๏ธโƒฃ ๊ทธ๋Ÿฐ ๋‹ค์Œ ์ฝ˜์†” ๋ณ€์ˆ˜๋ฅผ ์ž…๋ ฅํ•ฉ๋‹ˆ๋‹ค.

r.VolumetricFog.InjectRaytracedLights 1

๋ ˆ์ด ํŠธ๋ ˆ์ด์‹ฑ ๊ทธ๋ฆผ์ž๋ฅผ ์‚ฌ์šฉํ•˜๋Š” ๋ผ์ดํŠธ๊ฐ€ ๋ณผ๋ฅ˜๋ฉ”ํŠธ๋ฆญ ํฌ๊ทธ ๊ณ„์‚ฐ์— ๋ฐ˜์˜๋ ์ง€ ์—ฌ๋ถ€๋ฅผ ๊ฒฐ์ •ํ•ฉ๋‹ˆ๋‹ค.

Warning

  • ์ด ๊ธฐ๋Šฅ์€ ํ•˜๋“œ์›จ์–ด ๋ ˆ์ดํŠธ๋ ˆ์ด์‹ฑ์„์‚ฌ์šฉํ•˜๋Š” ํ”„๋กœ์ ํŠธ์—์„œ๋งŒ ๋™์ž‘ํ•ฉ๋‹ˆ๋‹ค.
  • ๋ผ์ดํŠธ ์ˆ˜๊ฐ€ ๋งŽ์„์ˆ˜๋ก GPU ๋น„์šฉ์ด ๋น ๋ฅด๊ฒŒ ์ƒ์Šนํ•ฉ๋‹ˆ๋‹ค.
  • ์‹ค์‹œ๊ฐ„ ๊ฒŒ์ž„๋ณด๋‹ค๋Š” ์‹œ๋„ค๋งˆํ‹ฑ, ๊ณ ์‚ฌ์–‘ ํƒ€๊ฒŸ์— ์ ํ•ฉํ•ฉ๋‹ˆ๋‹ค.

์˜ต์…˜2. Volumetric Fog ํ’ˆ์งˆ ํ–ฅ์ƒ

r.volumetricfog.gridpixelsize 

min: 4 / max: 2

๊ฐ’์„ ๋‚ฎ์ถœ์ˆ˜๋ก ํ’ˆ์งˆ์ด ํ–ฅ์ƒ๋˜์ง€๋งŒ, ๊ทธ๋งŒํผ ์„ฑ๋Šฅ ๋น„์šฉ๋„ ์ฆ๊ฐ€ํ•ฉ๋‹ˆ๋‹ค. ํ”„๋กœ์ ํŠธ์˜ ํƒ€๊ฒŸ ํ”Œ๋žซํผ๊ณผ ์„ฑ๋Šฅ ์š”๊ตฌ์‚ฌํ•ญ์— ๋งž์ถฐ ์ ์ ˆํ•œ ๊ฐ’์„ ์„ค์ •ํ•˜๋Š” ๊ฒƒ์ด ์ค‘์š”ํ•ฉ๋‹ˆ๋‹ค.


์ฐธ๊ณ ์ž๋ฃŒ