On another note, has anyone got heterogeneous volumes working in splitscreen? They only render in the first viewport for me, invisible in all others.
Having VDBs in UE is really amazing… But I’ve got to say, working with these is not a great experience so far. Splitscreen broken, volume sorting with particles broken, no blending with fog, glitchy at times, hard to set pivot points… I know it’s still relatively early days so hopefully things will improve soon. I’m holding out until 5.4 to see if these are addressed otherwise I’m going to have to ditch VDBs and go back to regular particle FX for everything.
Thanks in advance for all your tips. I don’t know if someone posted any solution about the issue with translucent materials . I found the way to make it work just changing the “Translucency Pass” option inside the material details to Before DOF ( switch between before / after depending on your priorities).
After this i just realized that there is a really interesting video about VDB’s which explains this and more xD.
I made a rocket launch simulation that I’ve divide in differente sim, but when I place them in my scene I have overlapping issues (heterogeneous volume are overlapping), they don’t combine correctly.
I’ve tryed this console command
i! I uesed a niagara fluids smoke in ue5.2 and it is heterogeneous volume.When I placed it in dust weather like UDS, I found that the smoke is so clear, and not obscured by sandstorm particles.
I don’t know if you’ve solved this, but i had issues with translucent materials showing up sharp and in focus no matter what, and what solved it for me was going into the translucent material itself, and enabling the setting to output translucency velocity, or something like that, and then change the the order for processing DOF to “before”, instead of the default of “after”.
Sorry if I get some terms wrong; I’m not in front of the project at this time. Hope this helps!
This is just a heterogeneous cube with a volume noise function material, a red light and a volumetric exponential height fog.
Blends perfectly with volumetric height fog.
Depth sorting of the heterogeneous volumes is still unsolved though.
In tis image you can see I lowered the fog density, and the heterogeneous volumes can now cast shadow on the ground from the point light
I tried however, the heterogeneous volumes cannot cast shadow on each other, only on themselves and on surfaces.
Also, another limitation: coloured extinction does not alter the light color passing through it. If you got red smoke and a white light, it’ll light the red smoke, but the light passing through will still be white. This is shy in my images here, the light is coloured red just like my extinction in the volume material.
I’d recommend avoiding overlaps at much as possible. Due to the rendering limitation VDB in Unreal doesn’t “blend” together, they’re more like a shaded VDB projected on to a plane.
As a result, there’ll only be one volume appearing in front at any given time.
If you are creating these volume assets outside of Unreal, I recommend you combine them into 1 VDB asset, then import to Unreal
Does anyone know how to force the highest level VDBs for MRQ? The above CVAR is one that’s supposed to fix the VDB down rezing / flickering on render, but I don’t think this cvar exists for 5.4? Any other tricks to stop the flickering?
For good measure try Translucency Advanced in the Material - set to After DOF. We are still working on a clean translucency work flow for these. Standby. Still evolving. Yes many rendering issues are fixed in 5.4.2
Also looking for a solution to this. I tried changing the Before/after dof in the material settings for the niagara particle but that didnt seem to make a difference. Currently using 5.3 and cant upgrade the project to another unreal version due to client