@WitchDev - Thats really cool, but this is my sketchbook thread and a general place for stuff I make using Unreal. Just mentioning because I'm not sure if you just wanted to inform me, or you thought this is like a waywo for Unreal. There is one like that one the very top of the unreal engine section, but its pretty much…
@ant1fact - No its done using a single texture. The slices are laid out like a flipbook. Its shown on the left side of the gif. This is a standard for handling volumetric data in Unreal for now.
Great results. Are you using Unreal's transparent/lit lighting models, or doing all the lighting yourself in the raymarcher? Curious about the interplay between the "box surface" highlights/reflections and the water surface highlights.
Here is a more interesting model which I exported from Magicvoxel as slices, and then I made a volume texture asset from it inside Unreal. This also solves the question of mip maps which I will need for the octree.
Thanks mate, wish you the same! I started a series of blogposts about breaking down this project. Here is the first part: https://www.artstation.com/kristoflovas/blog/RYGb/building-a-voxel-based-ray-tracer-in-unreal-engine-part-1-the-ray-box-intersection-function
Oh yeah, I've been following along. I've been doing raymarching tests in Unreal for a few months, and I'm super impressed by the stuff you've been posting. Haven't gone down the fractal structure or AO-sampling rabbit hole yet, but I'm sure I'll be doing that eventually. Great work. My stuff has been more focused around…