5.3 Heterogeneous Volume Rendering tips and tricks

As I said, the current workaround I’ve found is to increase the shadow resolution. This will affect every VDB shadow globally, but it can partially fix it. We’ll probably have to wait for another update from Epic to fix this.

Unfortunately that doesn’t help on my end, makes little to no difference. Am I the only one experiencing this? have you experienced it badly at far distances as well?

As I said, I can replicate the issue (i.e. You are not the only one experiencing this). The only built-in workaround I’ve found currently is increasing shadow resolution to combat this (although not completely).

You can first comfirm the command is working by fiddling the values, then see if you can upscale it to a usable resolution (I think 2048 is the max resolution).

Here is a great in-depth dive into the volumetric weather system in Unreal. I haven’t watch it yet but he seems to explains everything in detail and it might help you build your own system

Has anyone had any luck using a Heterogeneous Volume for a VDB fire simulation in 5.3?

I am using a Meta Quest 3, and having the same issue, visible in the left but not in right eye. Thanks!

Is there a way to use Heterogeneous assets in Niagara? There is no way to put the created VDB material using Componet Render.

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Hi! Thanks for information! Is that correct that in Unreal 5.4 heterogenous volumes may be lit only with Directional Light? I tried all possible combinations of lights and for me oly Directional Lights have worked so far. All other lights types does not seem to affect Heterogenous Volumes.

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Heterogeneous volumes don’t support VR yet

Point and Spot lights should also work. I’ve had this before, might be a bug. Try restarting Unreal. Or test in a new level

Helo!
First of all, thanks for all the info and support.

I’m Working with a Fire simulation from Houdini, but everytime that I import it, no matter the resolution on Houdini, it always go wrong, like voxelized both in Render and real-time.

I don’t know why, here it is how it looks:

Thanks for the help!

Hello, I noticed during the rendering process that some details are lost in the final vdb rendering, and using some console variables didn’t make much difference. I am using version 5.5.4 with deferred rendering. Do you know what the reason might be, and is there a solution? Thank you

I had to login for the first time just to thank you man, this helped me. Apparently traslucent material pop across heterogeneous volumes when at focus but at the same time a change of focus clipped my material. Now it works!

Hi everyone,

I’m playing with heterogeneous volume for cinematic applications, but I’m having a bit of an issue :
https://www.youtube.com/watch?v=ya8uauPwxVk

As you can see in the video, the volume jumps around between two positions… This is a custom vdb baked in Houdini, but there is no jumping around when I import it in other 3D softwares (like Blender, or back in Houdini). My guess is that this is the vdb optimisation that changes the bounding box slightly, and Unreal doesn’t seem to take it into account… Has anyone encountered this, and is there anything I can do, either when importing it in Unreal or when exporting it from Houdini to fix it?

Cheers

Hi folks! Any news on explosions? I found a workaround by installing some direct light sources and adjusting the lighting channels. But it doesn’t always look right.

Hey, I’ve run into a problem I can’t seem to solve - my Heterogeneous volumes are always rendering above Single Layer Water material - is this known/expected behaviour at this point, or is there a fix? I’m guessing it has something to do with the fact that the Single Layer Water isn’t a translucent material so none of the transparency sorting settings apply.

Hello, is there a solution for the transulency problem? its a tinted glass substrate material.