Your thoughts on and comments to Volume Rendering in Unreal Engine 4.

  1. do as much of the transform as you can in the BP to make the shader cheaper. you have lots of unnecessary transforms in material.

  2. the transform applies the location offset, but it does NOT normalize into a 0-1 range. To do that, you need to know the box diameter and divide the position by that. And then you need to add 0.5 and multiply by 0.5, since a position of 0 would be a centered position of 0.5,0.5,0.5 in the volume.

A 0-1 transform without rotation is as simple as (WoldPosition - Min ) / (Max - Min)

  1. Not sure why you are adding the upvector of the plane to the world location. Just pass in the up vector itself. As long as you aren’t rotating the volume you don’t need to transform it or anything.