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…
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…
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!
I'm a bit pissed so probably missing something but what's the issue with negative uv values? Provided you do all the work within a single node I've not seen any issues dealing with numbers way outside the 0-1 range - assuming you're in a graph with a floating point bit depth at least
Hi. It can be done by multiplying the xy coordinates by 2*(1/resolution) and then subtracting 1/resolution in SD, but as it was pointed out, unfortunately the SD 3d noises doesn't seem to tile regardless of the seamless uvws provided. It works nicely in the Unreal setup though. Here is the explanation of this:…
Thank you for the info! Do all these methods use unreal volumetric fog? I was understanding that using the volume material domain required volumetric fog in the project to be in use. But i didn't know if there was any way of sampling a volume texture without using volumetric fog? I was targeting mobile and looking at…
Cool. Show your results please! Are you talking about the "new" volume texture asset? I tried it myself but to be honest, I don't see much benefit of using it. I think it still calls the standard pseudovolume texture code when its placed in the material editor.
That's the main issue really, 3d textures are hugely expensive in memory terms compared to 2d and procedural generation doesn't provide the sort of specific information artists really need. That's not to say there aren't use cases but it's like tessellation or layered materials in the sense that you really, really have to…
The biggest possible optim is to run the shader in half res relative to the screen res. This would be done by slightly modifying the ray origin and ray direction definition so the ray origin van be rendered to a render target fom the players perspective. The Horizon Zero Dawn doc also mentions some optimizations regarding…
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…