Please try GitHub - eidosmontreal/unreal-vdb: This repo is a non-official Unreal plugin that can read OpenVDB and NanoVDB files in Unreal. , here’s the guide - Import VDBs into Unreal Engine 5 - YouTube
Hey , do you know (or anyone ) how we can see vdb shadows not only itself shadows but for instance, vdb casts shadow to ground by using path tracer? Or is it possible? Thanks.
Yes for the moment this problem does not seem to shock anyone.
The vdbs don’t cast a shadow… so the rendering is not usable.
I haven’t used it much either so I could be wrong but… we have to go through the
path-tracer if we have to render emissive? so do traditional rendering … so what’s the point of coming to unreal to render ?
Currently this plugin is not really in my point of view.
Which literally shocks me because unreal is increasingly being sold as software used for cinema. And in the VFX we use the vdb… what does that mean exactly? that only big studios with a big team of developers can render on unreal because they have a proprietary plugin to read the vdb?
I always render on redshift currently I’m just waiting for this feature to pass on unreal, and pass my studio as well.
Hi all, we have some public news to share about a feature coming in UE 5.3 called Sparse Volume Textures. This is early work and there is still a lot more to do, but it’s the beginning of the process for supporting native import and rendering of vdb files.
See these two items for more details:
https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1156-path-tracer
Hello Jon,I want to know How I kan use this function(Sparse Volume Textures),I have no idea now.
The public roadmap is a preview of what will be coming in UE 5.3, which hasn’t been released yet.
Thanks for implementing this. The 5.3 preview is now live which supports a way to convert (animated) VDBs to an Unreal supported format for having volumes in your scene.
how to control the timing , the explosion is looping forever