I wouldnt say that they are terribly expensive especially nowadays. A 256^3 volume has the memory consumption of a single channel 4k texture. But looking them up many times can be expensive and you do need to, in a ray marcher. There are some cool examples for in game usage, like the cloud system in Horizon Zero Dawn for…
In the meanwhile, here are some examples of revolve objects using curves. A 4 and a 6 sided pillar, and the third example is a 2d texture with a procedural gradient - which is again, only applicable depending on the case, but might be more optimal.
I've been working with a lot of volumetric rendering related stuff recently, and sometimes it involves creating volumetric textures. The another method is to use procedural content in the volumetric renderer, at least in real time applications. So I've been exploring the ways of creating volumetric textures for different…
What does your material setup in Unreal look like for this? I've been digging around everywhere and can't seem to find any examples of the material nodes for something like this! Thanks for the write up by the way!
There are 2 ways now to sample volumetric texture in Unreal. The first one is to create a volumetric texture asset from the original texture asset. Right click on it, ->create volumetric texture. Then set up its parameters, and after that, you can drag and drop it into the material editor, like you would normally do with a…
Don't know if this post helps at all but i did a search and didn't see it mentioned at all.I was looking for a way to manually create a cloud image in marmoset, I've been wanting to do it forever my way... silly enough, came across some information that might be beneficial for this process, i found out you need or can use…