PilotLight - Large Fires VDB Loop Pack

Update:

Added 2 extra FX elements and 6 new VDB caches for a total of 22 caches.

Small Fires Large Area and Lower Flames B elements added.

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A collection of 22 high quality large scale fire and smoke elements simulated in Houdini. Ranging in size from large to huge!

New Demo Video: https://youtu.be/1h7jtGTzFXQ

Help Documentation: https://docs.google.com/document/d/e/2PACX-1vRvohEOLPTJRWUea9-pyRpH7c3CSqC_jzmOJxbj8eu2YfgVyE2Ui1pYrxrlwPn5wtpxvxvBtsz4U7Ys/pub

250 frame 30 fps seamless looping VDB caches (converted to SVT in Unreal)

3 volumes for each FX element: Flame, Density and a pre-calculated internal Light Scatter volume.

Separate multipliers for Flames, Scatter and Density. With adjustable color for the fire and smoke.

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  • 8 Separate Movie Quality EX Elements with 3 levels of detail per element for a total of 22 separate vdbs.

  • Optimized 8 bit Density Unorm volumes

  • 16 bit Flame and Scatter volumes

  • Seamless Looping

  • 3 Levels of Detail (2 LOD for the largest caches)

  • Demo Level

  • Organized and Project Ready

  • Master Material with a Material Instance for each VDB

  • Density Multiplier Density Color Flame and Scatter Color

  • Cinematic or Real-Time use

  • Heterogeneous Volume Setup

For Cinematic Rendering, on the Heterogeneous Actors turn "Issue Blocking Requests" to on, and Under Lighting change "Lighting Downsample Factor" to 1.

and use:

r.HeterogeneousVolumes.OrthoGrid 1

r.HeterogeneousVolumes.OrthoGrid.MaxBottomLevelMemoryInMegabytes 512 (default 128)

r.HeterogeneousVolumes.OrthoGrid.ShadingRate 1 (default 4)

Path Tracer

To render heterogeneous volumes with the path tracer, enable the following:

  • Project Settings

    • Set the Default RHI to DirectX 12.

    • Enable Support Hardware Ray Tracing.

    • Enable Path Tracing

and use the console variable:

r.PathTracing.HeterogeneousVolumes 1