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…
@Obscura one question for you. do you know how can I fix the texture slicing artifact on the side of the baked volume texture? I was following the tutorial on this page https://www.overdraw.xyz/blog to create volume texture in unreal. this is the top view of my volume texture this is the side view of my volume texture my…
The second link is a tutorial about writing a custom ray marcher, so it doesn't require fog. Volumetric materials, whether its done with the fog or through a custom ray marcher, are expensive and can't really run nicely on mobile. This is because they require hundreds of samples. The best is to just model the lightbeams…
Hello? I hope my question will revive this thread, but how do I implement my own custom greyscale map into a 3d volumetric texture within SD. I'm gtryong top recreate the effect like this but it's not working. anyone can guide me through this ?
I figured they would be pretty heavy shaders! Was hoping there could things i can trim down and use some basics off it but thank you for the heads up! Yeah i think it will just have to be some fresnel/gradient effects to keep the fog shafts from looking like geometry!
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…
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…
Yeah. Now there is an asset type for that in Unreal. Though, there is a downside of that. It doesn't have blueprint functions exposed so you can hardly script it. So when it needs to be changed during runtime, or do any scripting,a pseudo volume one is better. When its static or needs to tile, the non-pseudo one, of course.
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…