Inspired by the Millennium Falcon landing sequence at Cloud City, 20 seamless looping VDB (SVT) caches to bring parked spaceships to life.
demo video: https://youtu.be/iZ8PURKIWVY
Help Documentation: https://docs.google.com/document/d/e/2PACX-1vRvohEOLPTJRWUea9-pyRpH7c3CSqC_jzmOJxbj8eu2YfgVyE2Ui1pYrxrlwPn5wtpxvxvBtsz4U7Ys/pub
20 High Quality VDB Caches Simulated in Houdini (Converted to Sparse Volume Textures in Unreal)
Seamless Looping
Optimized 8 bit Unorm VDBs
2 Levels of Detail
10 Movie Quality FX Elements Simulated in Houdini.
For Cinematic or Real-Time use.
Real-Time and Cinematic example Levels with optimized settings for real-time and cinematic quality.
Material Instances with density mults and volume color.
Named Heterogeneous Actors for easy scene management.
(starship model not included)
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