I created this piece of cloud in Houdini and using the VDB plugin I imported it to UE. However even after playing with the shader including BeersLaw and Advanced Volumetric Output, I don’t seem to clear out the issue of not having any volumetric scattering or god rays coming in. Anyone have any solution for this one? I am using UE without ray tracing with the vanilla settings and volumetric fog enabled.
So, what material is actually assigned to it? Is it UE’s volumetric cloud material, or something else?
Volumetric cloud scattering is part of the cloud system’s controls, and god rays for clouds might be as well, but I’d first test this by firing up a default UE cloud system and seeing if it’s getting the behavior you want . If it isn’t, then you have to tweak the UE system parameters. If if is, then there’s something specifically wrong with your cloud instance.
it is not the same material as the volumetric cloud material, it is rather a custom material that gets assigned once I import the vdb file. And unlike volumetric shaders, the shader was not driven by the extinction controls. I am a bit confused about how this material is working.
Ah, I see. In that case, I truly would have no idea how it would work/perform, although I’d definitely look for tutorials or documentation. My understanding is that the renderer and the material graph for volumetric clouds are pretty tightly linked, but I don’t understand much about it either.
I guess its better to use a 3d volume texture and build my own raymarching volume shader to create any volumetric stuff. This vdb workflow is not that intuitive as I feel for now.