It’s the same. I added 2 variables because in 5.3 preview animated VDBs can’t be setup in construction script (As I mentioned in the blueprint section, but reversed), so I set up different initialization methods in BP. It’s really buggy in preview.
You can set it up the same way, I’ll clean up my code and upload a full material/blueprint after I finished project, some are just for testing and I ended up not using all of the variables.
Update with corrections:
Animated VDBs are AnimatedSparseVolumeTexture, and static VDBs are StaticSparseVolumeTexture. So you need different variable types for them in blueprint. But it’s the same reference node in shader.
Animated VDBs also need special treatment as they apparently don’t support dynamic material instance. Use Material Parameter Collection as a workaround. See updated post for more info