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