A high quality pack of Mist and Steam VDBs, simulated by a Senior Hollywood VFX artist in Houdini.
Video: https://youtu.be/by9s-OXRCUs
Tutorial showing how to animate the VDB density: https://youtu.be/SrqzTDJtiiU
Help Documentation: https://docs.google.com/document/d/e/2PACX-1vRvohEOLPTJRWUea9-pyRpH7c3CSqC_jzmOJxbj8eu2YfgVyE2Ui1pYrxrlwPn5wtpxvxvBtsz4U7Ys/pub
9 Separate Movie Quality FX Elements with 3 levels of detail per element for a total of 27 separate vdbs.
Optimized 8 bit unorm VDB caches
Seamless Looping
Example Level
Master Material with a Material Instance for each VDB
Density Multiplier
Volume Color
Cinematic or Real-Time use
Heterogeneous Volume Setup
Organised and Project Ready
Cinematic Rendering
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