5.3 Heterogeneous Volume Rendering tips and tricks

Demo project: Unreal Volumetric Clouds with SVTs

I researched the file, but I think it’s only works for Volumetric Cloud, not for Heterogeneous Volume. The Advanced function works amazing.

Is it possible to use Volumetric Advanced Output in Heterogeneous Volume?
I tried, but nothing changed. :melting_face:
Any ideas?

Thanks for this info, do we also know if there is support for the forward renderer or not?

Really missing a AOV for the volumes?

Hi there!

I’ve encountered a strange problem when using SVT’s in conjunction with path tracing.
When I increase the density of the volume inside the material, there are strange artifacts showing up in the rendered volume. The amount and strength of the artifacts increases also with camera distance. Does anybody know how to solve this issue?

The material I use is also pretty basic.

Here’s a comparison of different density multipliers: 0.5 ( no artifacts), 1 (artifact), 2 (completey broken)

Does anyone know how to solve this bug where translucent materials clip through my heterogeneous volume?

I’m having the same problem, did you ever find a fix?

@cys10107 The blueprint doesn’t seem to work with sequencer at render time. I turned on “Run Construction Script in Sequencer” but it still doesn’t work. Any ideas?
In fact, I can’t get it to work in Play or Simulate mode. But I can adjust it in Editor just fine…

for those having the problem that VDB or Heterogeneous Volumes disappear when the camera moves far away, just write this in the console command.
(Change the number 100000 to your need)

r.HeterogeneousVolumes.MaxTraceDistance 100000

hope it helps ⁠(⁠。◕‿◕⁠。)⁠

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Thank you! Do you know how to achieve this for runtime @zhixoworld ?

For rendering in Path Tracing use console command r.PathTracing.HeterogeneousVolumes 1

Works like a charm

Path Tracing is unbiased renderer. So it tries to be as physically correct as possible. Density for it should be close to real-world/houdini values. For smoke it should be in between 0.025 - 0.075. So your 0.5 value is correct even though it is much more dense than should be. It’s not an artifact, it breaks because values are exceeding realistic values. Try adjusting simulation in Embergen/Houdini to add more smoke, rather than trying to push density in material.
Even though I also believe Epic should fix that and clamp density value when it reaches certain break/artifact point, so it won’t look strange.

Have you solved this? I’m looking for a fix for this as well.

no, sorry

Nope sry, I had to change the translucent material to a normal one for my shot so it didn’t clip through, that’s the only workaround I found.

Thank you so much for sharing your tips and files.
I found your shader to be the best for my use: environment clouds rendered with the path tracer.

I would add some tips to yours, specifically for the path tracer.
As others mentioned, the console environment below is a must:
r.PathTracing.HeterogeneousVolumes=1
I ended up putting it on my project’s default config.

You must change your light shafts and bloom settings to make your heterogeneous clouds respond realistically to your lights.

Finally, you need to pay careful attention to these current limitations:
1 Successful qued renders are confined to the standard resolution.
Any other will create artifacts within the heterogeneous volumes.
(I have not experimented yet with super-resolution mode as a workaround.)
2 Cannot intersect different heterogeneous volumes with each other: that too will produce visible artifacts.

I hope these tips will spare you the burden I endured to figure these out.
(OF COURSE, I started with UHD resolution and intersecting clouds with each other. Why wouldn’t I.)
:slight_smile:

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Hey all, thanks for all the tips, I am trying right now to fix the unsupported SPS and VR. I have a separate forum post I made here, I have a feeling this is gonna spiral out of control, so I made a separate one lol
Thanks y’all

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Hi everyone. This is an amazing community resource, so firstly I want to thank you all for that. I’m experimenting with rendering out Niagara fluid fire with the pathtracer. I’m finding that the edges of the simulation are super jagged. Does anyone have any solutions to solve this? Right now the sim is set to a Res Max Axis of 450. I’ve also got the step size cvar set to .001 and the step count set to 2000.

Thanks in advance!

In 5.3.1 for some reason there is no access to camera vector node in volumes.

You can get camera position in custom node:
return LWCToFloat (GetPrimaryView().WorldCameraOrigin);

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Has anyone had any luck triggering or spawning a volume during gameplay? I have tried using the Heterogenerous volume component within a BP but I dont seem to be able to control it with any of the bools ‘is playing’ ‘looping’ etc. And it seems to just play and loop at whatever point it is at in the editor rather than starting from the beginning of the animation at Begin play - is it currently not working correctly?

Hiya. Yes I’m spawning a blueprint with a het volume component to create explosions (simulated in Houdini). The volume has play (and loop in my case) turned off. OnBeginPlay I set the het volume playing. Seems to work. Had issues with not being able to set a random rotation on the blueprint as the het volume always rendered in the same orientation regardless of the rotation of the blueprint. Had to set the het volume component rotation instead.