WHAT
This week on Inside Unreal we’ll explore different volumetric effect options like volumetric fog, particles, and volumetric clouds. Technical Artist Asher Zhu will demonstrate how to sculpt believable clouds using volume textures and materials. We’ll also learn how to create Editor Utility tools to enhance our art-directed workflows, and how to implement environment-aware Niagara systems with ease!
Really looking forward to the livestream! I have a couple questions:
Question 1: Is there any way to render a static mesh to a static volume texture? I thought that the BP_VoxelizeMeshes blueprint in the Volumetrics plugin would do it, but it doesn’t seem to have an option to output the capture to a static texture.
Question 2: Volumetric fog seems to be unaffected by the “Indirect Lighting Intensity” setting of post process volumes, is this a bug? Or just a limitation of the way it works?
Also must thank Asher Zhu, his blog post about volumetric fog made working with volumetric materials in UE4 a lot more understandable and approachable to me.