COMPLETE UNREAL ENGINE 5.3 VDB PIPELINE

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  • Опубліковано 23 лис 2024

КОМЕНТАРІ • 209

  • @postprocessed
    @postprocessed  Рік тому +31

    VDB Material is already IN Engine, check this Video: ua-cam.com/video/A3auSSKOAdw/v-deo.html
    Also after some research I found out few useful CVARs for heterogeneous volume:
    r.HeterogeneousVolumes.IndirectLighting 1 - makes SKYLIGHT affect volume. Looks much better.
    r.HeterogeneousVolumes.MaxTraceDistance 0-1000000 values in cm change visibility distance. So your Volume won't fade away.

    • @futureframe1985
      @futureframe1985 Рік тому

      thankx i will give a try

    • @futureframe1985
      @futureframe1985 Рік тому +1

      Yeap it work like a charm

    • @simoziebs
      @simoziebs Рік тому +1

      this is exactly what i was looking for thank you so much. Ive looked for this for hours. You earned a sub

    • @nilotindoy981
      @nilotindoy981 Рік тому

      Hi, hope you can reply back, I'm trying to look for a fix on my imported default fire with smoke from Embergen in Unreal engine, it's normal in lumen but when rendered/viewed in path tracing at distant, vdb's became pixelated, can't find any solution, hope you can help, TIA

    • @simoziebs
      @simoziebs Рік тому

      @@nilotindoy981 there also is probably a Console Command for it or try to tweak some settings for the vdb. Hope that helps

  • @DoctorMGL
    @DoctorMGL Рік тому +5

    a smart artist is who always try to find work-arounds when the tool does not provide a way for it
    you just did that amazingly well, genius
    i'm glad i found your channel

  • @bemore1063
    @bemore1063 2 місяці тому

    How can there be such an amazingly clear, informative, and witty explanation? It's unbelievable. Thanks a ton!!!!!

  • @ZakArts
    @ZakArts Рік тому +8

    Your channel is a gold mine, thanks a lot for your work !

  • @activemotionpictures
    @activemotionpictures 10 місяців тому

    Mate, the console parameters, the workaround, material setup, you really tackled it all. Great video! I need the 5.3 upgrade for VDB.

  • @millerman7799
    @millerman7799 Рік тому +5

    A little tip: If you ever lose track of an asset in a huge environment, you can always left double-click on it under the Outliner, this will instantly transport your view to that asset. It's so simple it's almost stupid, but it can save you a lot of time in some cases :D

    • @dirreeN
      @dirreeN Рік тому

      Was one of the first things i had to learn how to do when i started with Unreal, cause you do get lost A LOT when the assets start to add up😂

    • @postprocessed
      @postprocessed  Рік тому

      correct! or select it and press "f" key to focus. But if your simulation is WAAAAY far from origin - it is still a struggle to find it :(

  • @badxstudio
    @badxstudio Рік тому +2

    Gold! Love this dude!!

    • @postprocessed
      @postprocessed  Рік тому

      Haha, thank you guys!!! Happy to see you here again!

  • @JonathanWinbush
    @JonathanWinbush Рік тому +2

    Amazing explaination brother and thanks for the shout really appreciate it! 🤙🏿💪🏿

    • @postprocessed
      @postprocessed  Рік тому +1

      this tutorial wouldn't exist without your help! You deserved all shout out possible!

    • @JonathanWinbush
      @JonathanWinbush Рік тому

      @@postprocessed appreciate you brother, keep up the great work 🤙🏾

  • @simonflash_music
    @simonflash_music Рік тому +2

    thanks so much for sharing, it's really awesome to get these clean workflows!

  • @Mr_Dee
    @Mr_Dee Рік тому +1

    Thanks for sharing and the straight to the point, no nonsense explanation:) The F1 Red Bull takes look really dope. The fx sounds also at a lot to the experience !

  • @yashtanwani1
    @yashtanwani1 Рік тому

    WOW!!!
    Much needed tutorial for the next step of my car short animation😍😍
    Thankyou 😃

  • @onuracl
    @onuracl Рік тому +2

    That’s what i waiting for

  • @behrampatel4872
    @behrampatel4872 Рік тому

    Thanks for the pro tips.
    Thanks for the pinned tips. Esp on visibility distance.
    Cheers

    • @postprocessed
      @postprocessed  Рік тому +1

      Its fade distance. Check out pinned comment

    • @behrampatel4872
      @behrampatel4872 Рік тому

      @@postprocessed Thank you. editing my post to reflect the same.

  • @АлександрИсаев-у5л

    Very cool, very timely, very informative. Thank you

  • @kbravo5287
    @kbravo5287 Рік тому

    You are a genius! Thanks for another awesome tutorial!

  • @vanyakapetanovic4018
    @vanyakapetanovic4018 11 місяців тому

    Great work man. Thanks for sharing this. As a Houdini professional I hated Unreal for so long for it’s inability to be used for rendering FX. I tried plugins and version 5.1 native import and it looked awful.
    But if this new 5.3 import VDB thing really works I will be thrilled as its the best renderer out there for sure. I will give it a try.

  • @OMG3Dmax
    @OMG3Dmax Рік тому

    awesome tutorial, cool tricks and valuable experience, thank you bro!

  • @Sh3vaba
    @Sh3vaba Рік тому

    Wow, this is awesome! Thanks for sharing workflow and tricks

  • @purnachand007
    @purnachand007 Рік тому +1

    Finally you uploaded it

  • @Maruk81
    @Maruk81 4 місяці тому

    Thank you bro i needed attach to time line the vdb

  • @kangleiliu1049
    @kangleiliu1049 Рік тому +1

    Thanks for Sharing!

  • @tiedtkeio
    @tiedtkeio Рік тому

    I've just seen the first 20 seconds, and this is incredible haha, I'm trying to learn EmberGen together with the new UE5.3 VDB pipeline to create a sequence of a car drifting around in circles and then your video poped up in my subscription feed. 😂👌

  • @Greenrobotvp
    @Greenrobotvp Рік тому +1

    This is amazing!! Looks great! 🔥🔥

  • @TheFLYHiGHx
    @TheFLYHiGHx Рік тому

    i feel bad watching this whitout paying for that much informations.... what a good tutorial !

    • @postprocessed
      @postprocessed  Рік тому +1

      Thanks! Haha and you always can use soperthanks if you are willing to contribute 😁

  • @davidbaylisdesign
    @davidbaylisdesign Рік тому +1

    Awesome explanation as usual, and thanks for the shout out :)

  • @jose9758
    @jose9758 Рік тому

    You superhero, posting the BPrint in the description! Thank you! Subbed

  • @ntotheizm
    @ntotheizm Рік тому

    Great teacher, much luv.

  • @JustCapsBrotherhood
    @JustCapsBrotherhood 9 місяців тому

    Love it, how did you make the vdb follow the car when it spinned?

    • @vjcodec
      @vjcodec 9 місяців тому

      simulated it in Houdini or some sim program. Turbulencefd etc.

  • @slumsnake1303
    @slumsnake1303 3 місяці тому

    What about the fog? Is there a way to get VDB or Niagara fluid to work with exponential height fog?

  • @FerziIsayev
    @FerziIsayev Рік тому +1

    You are amazing Brat(Bro in Russian).....

  • @collectiveunconscious3d
    @collectiveunconscious3d Рік тому +1

    Great, just what I needed, thanks.
    If someone is as stupid as me and looking at this at 4am and not seeing the proper stuff in the instance materials it's because you need to set the parent to be the actual material. I was getting very upset with myself lol.

  • @visionsascended
    @visionsascended Рік тому

    Beast mode as always thanks man 🤙🏽💯

  • @highfivejohn
    @highfivejohn Рік тому

    This is great! Have you found a way to match up the coordinate systems between UE and other apps when the sim isn't happening at world 0 (e.g. C4D pyro)?

  • @dowairu
    @dowairu Рік тому

    amazing tutotrial! I just have one question, is there anyway to import the vdb sequence to the right location without having to place it manually?

    • @postprocessed
      @postprocessed  Рік тому

      Yep, for correct AXIS Houdini documentation has dedicated page for that: www.sidefx.com/docs/houdini/unreal/coordinates.html I showed that in the video. Probably will add it to description too
      And second - for positioning - I made an example for placement. In my city sample scene it just popped right in place when I put same coordinates as for my car. Thing is you need to communicate with houdini artist on pivot and axis rotation so he will export all correctly for you

    • @dowairu
      @dowairu Рік тому

      @@postprocessed Great thank you !

  • @kgdllc
    @kgdllc Рік тому

    You did it again! ❤️✅👑

  • @gabeo9740
    @gabeo9740 Рік тому

    This is really dope stuff

  • @SevenkTV
    @SevenkTV Рік тому

    thank's bro. it's help me a lot

  • @purnachand007
    @purnachand007 Рік тому +1

    Need more interesting tutorials ❤

  • @capturistryfilms8198
    @capturistryfilms8198 Рік тому

    This is amazing! Thank you for another great tutorial. Also, were you able to figure out the car rigging issue we had with the wheel rotation? We had to use 5.0 to use that rig as it was not working out in the later versions of UE5. You have made the formula 1 video in 5.3, is that issue fixed now?

    • @postprocessed
      @postprocessed  Рік тому +1

      yes, for some reason wheel rotation works perfectly in 5.3 I even made a thread on UE forums for bug report here: forums.unrealengine.com/t/node-accumulated-time-is-broken-in-ue-5-2-rendering/1252623

    • @capturistryfilms8198
      @capturistryfilms8198 Рік тому

      @@postprocessed oh thats amazing! So basically follow your tutorial on the car rig and we are good to go on 5.3? Thanks a lot bro, you are doing such amazing work! Keep it up!

    • @postprocessed
      @postprocessed  Рік тому +1

      @@capturistryfilms8198 yes, correct, you can follow the tutorial and it should work in 5.3! I migrated my blueprints and tried it in 5.3 and worked fine! Let me know if something doesn't work

    • @capturistryfilms8198
      @capturistryfilms8198 Рік тому

      @@postprocessed Will definitely do. Thanks a ton bro, really appreciate your amazing work!

  • @austinkeeper
    @austinkeeper Рік тому

    Thank you for this. keep it up bro!

  • @OMG3Dmax
    @OMG3Dmax Рік тому

    Please tell me, I animated the rocket with two keys, the first Key Interpolation was Cubic(Auto), and the last Liner, in general, I'm trying to attach a fire with smoke to the rocket, but I have a fire with smoke, it lags behind the rocket in time or vice, probably there is another interpolation throughout Embergen and it does not coincide with the movement rockets, it's difficult to do it correctly since the rocket accelerates slowly at the start, and does not take off linearly from the ground, you can write down a lesson on how to make synchronization at the output so that everything docks correctly, I think it would be useful for many to know

    • @postprocessed
      @postprocessed  Рік тому +1

      Hey man! I am working on new video and will be actually revieweing your case with not matching animation. Will be using rocket launch from embergen.

    • @OMG3Dmax
      @OMG3Dmax Рік тому

      Hurray! I'm glad to hear it, but I've already done what I could, I think I'll show you what I did with the rocket fire. ua-cam.com/video/DVRH2Cxo3w0/v-deo.html@@postprocessed

    • @OMG3Dmax
      @OMG3Dmax Рік тому

      Super💪🔥@@postprocessed

  • @Silpheedx
    @Silpheedx Рік тому

    Well done! Many thanks

  • @dandan-mf4sr
    @dandan-mf4sr Місяць тому

    i have trouble to export animation. I used car rig from double jump master class. and import fbx into embergen. but embergen doesn't show animation. i could see time line, but car stays the position.

    • @dandan-mf4sr
      @dandan-mf4sr Місяць тому

      i think, bake transform is not working with spline path for car rig.

  • @messileo6518
    @messileo6518 10 місяців тому

    Great video, I was searching for how to export animation from sequencer to houdini. I am exporting a car animation from unreal to houdini but the wheel doesn't move in houdini although I did the bake transforms, I did the car rig from your other video but I noticed that you use blueprint car. Any suggestions to take the animation of wheels in the fbx?

    • @postprocessed
      @postprocessed  10 місяців тому

      You actually don’t need spinning wheel for simulation. You can spin it yourself in houdini and create smoke, all you need is only correct position of the car and camera from unreal

    • @messileo6518
      @messileo6518 10 місяців тому

      @@postprocessed but if I made the animation in unreal like burnout and the car is moving already, there is no way to take the movement out in fbx instead of re animating again in houdini ?

  • @photobrandon
    @photobrandon Рік тому

    This is fantastic, thank you! Have you had issue with it not rendering out of MRQ using oath tracer? It just crashes for me.

    • @postprocessed
      @postprocessed  Рік тому +1

      What GPU do you have? Unreal tries to load this VDB (which is pretty big) to video memory, if you don't have enough it may crash

    • @photobrandon
      @photobrandon Рік тому

      @@postprocessed I've got a 4090 and a 13900K. Should be plenty!

    • @postprocessed
      @postprocessed  Рік тому

      sometimes it can be long wait time and in that case driver thinks that GPU is not responding and restarts it. You have this "d3d" issue when starting MRQ?

  • @cgpoizon
    @cgpoizon Рік тому

    Brilliant!

  • @MADMOVIESINC
    @MADMOVIESINC 6 місяців тому

    Good day! Do you know of anyone/anywhere that gives a 110% tutorial on what settings to use during export (and the settings' meaning)? Also, I'm looking for some help on the actual settings (8,16,32 bit, what controls to export, what values to use in UE5 as a good starting point, etc.) to get these things to show up properly. I can't tell you how much time that I have wasted just tweaking things without knowing what I'm doing to hopefully get to an end result.
    There are also several VDB materials out there (Self made and the on in UE5) that all seem to work a little different from each other. Any help here would be greatly appreciated.

  • @Esalen-do1hz
    @Esalen-do1hz 4 місяці тому

    Can you share the car in the case of binding, how to bake the binding animation to the car,distance traveled coordinates cannot be recorded at this time ,I need to import houdini to work,Hope the teacher can answer it

    • @postprocessed
      @postprocessed  4 місяці тому

      I am not using CCR in this tutorial, and I am animating on Camera Rail and using camera rail and transform for baking animation

  • @rahul.unrealengine387
    @rahul.unrealengine387 Рік тому

    What about fluids bro? Please explain how to import flips from houdini to unreal engine 5

  • @mucod2605
    @mucod2605 Рік тому

    Make a gun fight scene with effects like muzzle fire bullet blast effects etc like in reality.

  • @robertdouble559
    @robertdouble559 Рік тому

    20 thumbs up my good man!

  • @no_signal_youtube
    @no_signal_youtube Рік тому

    Thank you !

  • @peterallely5417
    @peterallely5417 6 місяців тому

    Hey thanks for this, has any of this changed with 5.4.1?

    • @postprocessed
      @postprocessed  6 місяців тому +1

      Yes, there were some improvements in quality and performance, also VDBs now cast shadows in Lumen and are affected by indirect light. The process seems to be quite the same

    • @peterallely5417
      @peterallely5417 6 місяців тому

      @@postprocessed cool, yeah seen the visual improvements, thanks for the workflow confirmation.

  • @copperband43
    @copperband43 Рік тому

    Hello, my teacher! I'm asking you a question because there's something I can't do while studying today. I did a simple animation of a car made of blueprints and bake. A key was created for each frame on the sequence track. But I found it Just in case, I tried exporting it to fbx and taking it to 3dmax but it didn't move. I'm using the Cinematic Car rig plug-in that is being sold on the marketplace. Can you tell me what the problem is?

    • @postprocessed
      @postprocessed  Рік тому +1

      Hi There! I don't know what is the problem, and I did not develop this plugin. You can ask about it from the creator of the plugin)

  • @malindurashmika8386
    @malindurashmika8386 Рік тому

    Thank you buddyy

  • @ArmanGole
    @ArmanGole 11 місяців тому

    sadly when I add my inst material to a heterogenous volume, it just looks black the whole volume gets filled with black, and im using the Fire Plume vbd from embergen. any help here? i treird importing it using your settings, I have your material that you gave to download, and created a new material instance from it so it should work perfectly. not sure what im doing wrong?

    • @postprocessed
      @postprocessed  11 місяців тому

      hey mate, check out updated description and pinned comment. It looks like unreal engine already had this material IN engine, no need to build it or adjust it, Winbush made a create guide on that

  • @raptoreagle2000
    @raptoreagle2000 Рік тому

    I am lazy like you @postprocessed 😅 but for some reason the vbd master material fine is not showing up in my project after copying it in to the project folder. All 3 files do not register when I run ue5. Any idea what could be causing it?
    Thanks

    • @postprocessed
      @postprocessed  Рік тому +1

      Hey man, when copying the material it can not find by default the empty SVT texure. You need to open master material and assign it manually one time and all material should be working

  • @浪子-x8x
    @浪子-x8x 4 місяці тому

    When a VDB asset has a transparent material resource (such as glass) around it, the VDB file will see the transparent material asset directly,how to dispose.

    • @postprocessed
      @postprocessed  4 місяці тому

      @@浪子-x8x pls check my other video with VDB useful CVARs I address this issue there

    • @浪子-x8x
      @浪子-x8x 4 місяці тому

      @@postprocessed r.PathTracing.HeterogeneousVolumes 1,This code has no effect

  • @futureframe1985
    @futureframe1985 Рік тому

    Hey thankx for this VDB tut . iam following your tutorial and pushing my self 1 step ahead everyday, its amazing that unreal is supporting VDB. iam using vdb clouds in landscape scene which is pretty big , when i my camera goes far from vdb it start to cutout like , distance culling , i tried everything but i dont find any solution . any idea about this .

    • @postprocessed
      @postprocessed  Рік тому

      Hey man! I didn't have this issue and didn't try researching it... I will check it out later and see what can be done

    • @futureframe1985
      @futureframe1985 Рік тому

      yeap thanx , @@postprocessed

    • @postprocessed
      @postprocessed  Рік тому +1

      @@futureframe1985 check out pinned comment. I found other used CVARs, it may help.

    • @futureframe1985
      @futureframe1985 Рік тому

      thank you it really work. @@postprocessed

  • @marzjason9289
    @marzjason9289 Рік тому

    Bro,How to drop the shadow in Lit mode?Only see the shadow in Path tracing mode

    • @postprocessed
      @postprocessed  Рік тому +1

      Hey mate, I told in the video it is not yet supported and you need to do some advanced stuff to make shadow visible in Lumen

    • @marzjason9289
      @marzjason9289 Рік тому

      ​@@postprocessed Oh,Thx for reply!

  • @simoziebs
    @simoziebs Рік тому

    In my animation sequence some of my cloud VDBs i got from Embergen are flickering when using the Pathtracer. Is there a fix for this? And also when i use the default Lit mode the VDBs get invisible if i move a certain distance back from them how can I fix this issue?

    • @postprocessed
      @postprocessed  Рік тому

      try this CVAR r.PathTracing.HeterogeneousVolumes.RebuildEveryFrame

    • @simoziebs
      @simoziebs Рік тому

      Okay thank you I thought about it again. It may be because I added a Marketplace Asset to the 5.3 project that is only compatible with 4.27 and the version was moved down

  • @BofanHe
    @BofanHe 6 місяців тому

    I think someone and I have encountered the same problem, using the spline to achieve the blueprint animation can not bake transformation, export FBX will not produce animation, may I ask you how to do it, maybe you did not use the spline in this animation to drive the blueprint animation is it?

    • @BofanHe
      @BofanHe 6 місяців тому

      This author's way should do it:ua-cam.com/video/hVLMlsEu7qk/v-deo.html

    • @postprocessed
      @postprocessed  6 місяців тому

      When “bake” did you pick “use all keyframes” option? Otherwise it doesnt work :(

    • @BofanHe
      @BofanHe 5 місяців тому

      @@postprocessed I can't find the "use all keyframes "option, so maybe you can do a video with the caveat😉

    • @postprocessed
      @postprocessed  5 місяців тому

      @@BofanHe when you click “bake transform” there is drop down menu where you should pick “all keyframes”

    • @BofanHe
      @BofanHe 5 місяців тому +1

      @@postprocessed Thank you very much for your answer, I will try next time, I have found other solutions😀

  • @lukesfilmltd
    @lukesfilmltd Рік тому

    Trying to import the scene via this meathod into blender and my characters mesh gets wripped off the rig and his transform doesnt change. any tips for a blender pipeline?

    • @postprocessed
      @postprocessed  Рік тому

      Oof, dude I am very basic blender user, just doing rigging in it and some simple modelling

    • @lukesfilmltd
      @lukesfilmltd Рік тому

      yeah blender is abit intense but all the tools are there. I'll be featuring some custom VDB's I've made in a video soon! great work by the way! @@postprocessed

  • @TheShoes43
    @TheShoes43 Рік тому

    lazy you say... you mean working efficiently HA... downloading now

  • @matteo.grossi
    @matteo.grossi 8 місяців тому

    Is it just me or the quality of vfb in UE is nowhere near what they look like in Ember Gen, especially bare fire? Great tutorial regardless!

    • @postprocessed
      @postprocessed  8 місяців тому

      It depends on material settings, changing density, and resolution. On import you can try 16bit or 32bit, should be better

  • @aaronguo5128
    @aaronguo5128 6 місяців тому

    When I import the VDB sequence, the list under Source Grid Info is so long that it reaches the Import button and bugs it out. I cannot click on the Import button whatsoever. My VDB sequence was created in Blender.

    • @postprocessed
      @postprocessed  6 місяців тому

      Omg, thats probably UE interface issue. Have you tried it in UE 5.4 maybe? Could be fixed in newer version

    • @aaronguo5128
      @aaronguo5128 6 місяців тому

      @@postprocessed This bug is in 5.4. But it just disappeared after a few more tries. It's really weird.

    • @postprocessed
      @postprocessed  6 місяців тому

      @@aaronguo5128 uh, Unreal just being sassy again...

  • @dibellagio85
    @dibellagio85 10 місяців тому

    Hello frien, I´m trying to get the export sequence of camera and a flying plane, but even with bake, the movement isn´t exporting

    • @postprocessed
      @postprocessed  10 місяців тому

      When you used bake did you choose “all frames”?

    • @dibellagio85
      @dibellagio85 10 місяців тому

      @@postprocessed I tested with both options, same result

    • @postprocessed
      @postprocessed  10 місяців тому

      @@dibellagio85 can you give me please more details? Did you use rail rig? Have you selected objects in sequencer which you would like to bake? Are you baking skeletal mesh with control rig or are you baking blueprint?

    • @dibellagio85
      @dibellagio85 10 місяців тому

      @postprocessed im using a blueprint that contains a plane from vigilante pack, in sequencer I animated this plane using it's bones as control rig. And I animated the camera with transform and using a camera shake. The only movement I getting on export is the camera transform

    • @postprocessed
      @postprocessed  10 місяців тому

      @@dibellagio85 okay. So unreal is dumb and it doesnt bake transforms that happen inside blueprint. But! It should bake transforms of your plane itself. Do you SELECT and actor in sequencer before clicking export? You must select all objects you want to export, by holding CTRL button

  • @JasonKey3D
    @JasonKey3D Рік тому

    👍

  • @ibcgi
    @ibcgi 11 місяців тому

    after exporting, my fbx file does not open, not houdini and not c4d do not know what this is related to? I did everything as in the video lesson

    • @postprocessed
      @postprocessed  11 місяців тому

      FBX file? Like baked animation from sequencer?

    • @ibcgi
      @ibcgi 11 місяців тому

      thanks for the answer, it opened for me after 40 minutes in both houdini and c4d, it takes a long time to load even though the video card is 2080rtx ram 64gb

    • @postprocessed
      @postprocessed  11 місяців тому

      hm.... maybe you have some heavy geometry there? Usually when file size is huge that happens... maybe simplify geometry that you pack into FBX? @@ibcgi

    • @ibcgi
      @ibcgi 11 місяців тому

      yes) there were a lot of parts in the car model. Thank you@@postprocessed

  • @xionghe6706
    @xionghe6706 Рік тому

    Hello, there is a problem. I used Houdini to export the vdb to ue, but the vdb may shake. How can I solve this problem

    • @postprocessed
      @postprocessed  Рік тому

      Path tracing or lumen? Do you have correct frame rate for VDB in houdini?

    • @xionghe6706
      @xionghe6706 Рік тому

      lumen,There is no problem in Houdini, there will be sudden shaking when importing ue
      @@postprocessed

    • @postprocessed
      @postprocessed  Рік тому

      hm. that's strange... Maybe you have attached your heterogeneous volume to something? or camera shake affects it? make sure that render FPS from houdini also the same as your timeline. I did already couple of renders from houdini and never had this issue :(

    • @hcity002
      @hcity002 Місяць тому

      Have you solved the shaking problem?

  • @ttz2319
    @ttz2319 4 місяці тому

    The car is bound to the spline and there is no animation after baking

    • @postprocessed
      @postprocessed  4 місяці тому

      make sure you picked "bake all frames" when baking

  • @copperband43
    @copperband43 Рік тому

    Hello, I am using Unreal 5.1. But when I use path tracing, the car glass disappears. Do you know why?

    • @postprocessed
      @postprocessed  Рік тому +1

      Hi! There might be different reasons why galss dissapears. It might be the limit of "bounces" set in post process volume, material may be incompatible with ray tracing, or you are using nanite mesh with translucent material. Make sure you are not using nanite and try to create your very simple glass material only with translucency and specular parameters. Hope that helps

    • @copperband43
      @copperband43 Рік тому

      @@postprocessed Thank you very much for your answer. Have a great day today

    • @postprocessed
      @postprocessed  Рік тому

      try this console variable: r.RayTracing.ExcludeTranslucent false

  • @samuelenslin1850
    @samuelenslin1850 Рік тому

    Hm, looks like I am not the only one with issues matching the transforms of the VDB. To me it looks like it places the pivot on top of the volume, instead of the bottom.
    I sim with phoenix FD in 3ds max, doing the axis flip didn´t fix it and I simply couldn´t figure out how to place it correctly. Tried all sorts of things, like just copy pasting the translation values form max to unreal, switching pls/minus on exis etc.
    But scale also was completely randomly off, I had to downscale the volume to like 0.3 in Unreal.
    For some vers specific stuff, like the wheel, you can probably eyeball it, but if you have particles emitting, its near impossible to just match it uo like that.
    So, if anybody finds a solution to this, would be very interested...
    I don´t think I can move the pivot of my sim in 3ds max, but even that wouldn´t help, if the scale was randomly off...
    In the end I´ll probably just have to learn niagara, I haven´t really pushed VDB quality, highest I tried so far was just 25mill voxel sim, which is still rather lores in terms if smoke sims.
    And that quality pretty much matches what I´ve seen from niagara fluids....

    • @postprocessed
      @postprocessed  11 місяців тому

      yeah same here... It feels like that Heterogeneous volume just takes the pivot in center of the sim and doesn't care about original pivot in Houdini, Embergen or other 3d software. So it is still an issue which you need to deal with manually. I am also looking into niagara, but it is not rendering in Path Tracing if we are talking about fluid sims like smoke or water... So if they manage to make it work in PT, then we don't need VDBs anymore.

    • @samuelenslin1850
      @samuelenslin1850 11 місяців тому

      Oh, didn´t know that. Doesn´t really make sense to me, since the rendering part is basically the same, but maybe they need to figure out some sort of internal conversion to the vdb format or something. I´m sure that will come though.
      Its just one of these moments, where I know how to do pretty much everything in PhoenixFD, but I don´t even know if I COULD do everything in niagara, so the thought of learning that new sim toy only to realize that it can´t do something I need and I could just do with my old sim toy...:)
      But thats Unreal in a nutshell for me.
      Still quite a few limitations for filmmaking, but the speed of progress is just astounding, so yeah, probably need to dive into niagara soon...:)

  • @shaunramkelawon
    @shaunramkelawon Рік тому

    your tutorials are excellent :)

  • @parthchotaliya3468
    @parthchotaliya3468 Рік тому

    what is the process for explosion or just normal fire?

    • @postprocessed
      @postprocessed  Рік тому

      It's kind of same but with fire you also import temperature. Temperature parameter is in the material instance. So you can work with Black body and Temp to change it's parameters

    • @parthchotaliya3468
      @parthchotaliya3468 Рік тому

      @@postprocessed thank you buddy!

  • @slaughterhouseproduction
    @slaughterhouseproduction Рік тому

    Unreal Engine 5.3 might be amazing but there almost no marketplace assets that you can use.. same even for 5.2 :/

    • @postprocessed
      @postprocessed  Рік тому

      Most assets from 5.2 are working. Most. Not all of them unfortunately :(

  • @omrrrrrr
    @omrrrrrr Рік тому

    how to do the same thing in blender,

  • @OMG3Dmax
    @OMG3Dmax Рік тому

    I tried to export VDB from 3d max using Phoenix FD, I specified 200 frames in the timeline and after importing in an Unreal engine, I had shaking on some frames, what could it be? and how is the correct of all frames was smooth? I had a type NTSC ua-cam.com/video/XzbVryIpiJs/v-deo.html
    I tried not to bake the animation, but to export it, and it was exported baked by default, so it makes no sense to bake it twice)

    • @postprocessed
      @postprocessed  Рік тому +1

      Hm... Interesting. Because when I exported NOT baked animation smooth keyframes were not interpolated correctly in Blender or Embergen. Seems some of the software actually support smooth keyframes without baking

    • @hcity002
      @hcity002 Місяць тому

      I have the same problem, have you solved the shaking problem?

  • @badmondaywang
    @badmondaywang 7 місяців тому

    But manually scale and transform is volume to match the wheel is not optimum….and it’s not accurate..

    • @postprocessed
      @postprocessed  7 місяців тому

      Yes I agree. it is not.... And it is problem of UE... It is even written in documentation, that VDB when imported ignores world position of VDB :( so gonna wait for update when it actually will also import VDB with proper scaling and transform

  • @glormond
    @glormond Рік тому

    What is VDB?

    • @postprocessed
      @postprocessed  Рік тому

      en.wikipedia.org/wiki/OpenVDB come on, was it that hard?

  • @AndyWalsh
    @AndyWalsh 8 місяців тому

    I haven't seen this video yet but I'm going to guess that this won't work for me. Let's see if I'm right!
    yeah this is a joke. I have a burnt-looking VDB cloud that won't light in any remotely useful way. Not your fault, Epic's.

    • @postprocessed
      @postprocessed  7 місяців тому

      daym :( what happens with this VDB? Did you figure out why?

    • @AndyWalsh
      @AndyWalsh 7 місяців тому

      @@postprocessed I think you mention in the video that VDBs don't accept certain lights. They may have improved in the latest release but doubtful.

    • @postprocessed
      @postprocessed  7 місяців тому

      @@AndyWalsh Should have been fixed from 5.4. Also I mentioned in another video what console variable can be used for indirect lighting and how enable that in lumen

  • @Potatinized
    @Potatinized 7 місяців тому +1

    your material doesnt really make sense. You're importing Attribute A only on R channel but you're using G channel to be applied on the extinction pin. It's pulling nothing from the G channel.
    Also, Unreal does read temperature and other attributes. You just need to know how to use it in the material.

    • @postprocessed
      @postprocessed  7 місяців тому +1

      please listen carefully what I am talking about. Unreal reads only temperature and density. It doesn't read vectors, flames and particles.
      How is the material doesn't make sense if it is built in the engine?
      Dude...

    • @Potatinized
      @Potatinized 7 місяців тому +1

      @@postprocessed I tried it and temperature and flame works.
      and I've tried your G channel and it does nothing since it doesnt contain anything at all. built in the engine doesnt mean it's always be useful. Every users have their own experience and sources. Some vdbs really do have G channel on the first parameters. But if you in particular dont need it, you dont need it.
      You dont have to get so defensive, especially if you didn't make the material yourself. I found this by trials and voiced it out, not just blasting nonsense. What a terrible attitude for a youtuber. If you cant take this kind of discussions, then just turn off the comments.

    • @postprocessed
      @postprocessed  7 місяців тому +1

      @@Potatinized probably you should adjust your attitude in the first place and voice your thoughts in more polite manner. And check out UE documentation. Yes there are some variations of this material which you can find on UE forums, where people are modifying it. I am following UE documentation in order avoid speculation. Also in different software like Embergen for example the flame pass works different than in Houdini and for some reason just overly-bright even with 0.01 values and makes whole VDB volume a huge chunk of emissive light.
      If you've started this conversation in different manner - this dialogue would have been more productive, and I am not disabling the comments as I am open to opinions, not just rude ones

    • @Potatinized
      @Potatinized 7 місяців тому

      @@postprocessedrude? I wrote that as calm as I can be. since when "this doesnt make any sense" sounds like "lol you suck" or whatever? You're the first who made an obvious remark to be rude with your "Dude.." comment.
      If you're too sensitive and read it with insulting tone, then i guess turning off comments really is your best choice after all. And has it even occur to you that internet has people all over the world, where grammar isn't really matter? I've spoken with other people that wrote a lot worse than I did, but it was obvious that he meant no harm. You as a UA-camr, should know this first hand.

    • @postprocessed
      @postprocessed  7 місяців тому

      @@Potatinized Dude is rude for you? My my, people are so fragile now. Or you don't identify as a dude? Than my bad.
      That is funny as writing "this doesn't make any sense" - not rude, but "dude" is rude. If that material didn't make any sense it wouldn't have worked on the first place. It works and a lot of people had successful result with it. If you didn't mean any offense in your message you should have probably phrased it different. I think best choice for you either pick words which don't imply wrongful interpretation, or probably just disconnect your keyboard, dunno.
      I think it would be best for you just to start over this conversation and get straight to facts. And yes, I got comments written much worse than yours by people who really wanted just to mess with me and spoiler: I don't care. You seem to know something, but pretend that you are better with all this "You just need to know how to use it in the material." stuff. Don't even try pulling that stuff that "you meant to harm, English is not my native language". Just do better and polite

  • @milad_savar
    @milad_savar Рік тому +1

    Overall is really boring to see vdb volume, hope unreal improve implementation

  • @Emi_Shot
    @Emi_Shot Рік тому

    английский не твой родной?

    • @postprocessed
      @postprocessed  Рік тому

      why r u asking?

    • @Emi_Shot
      @Emi_Shot Рік тому

      @@postprocessed You speak with an accent, but maybe I'm wrong. where are you from? Although it doesn't matter, I just got curious.))

    • @postprocessed
      @postprocessed  Рік тому

      @@Emi_Shot why should it be any of your concern and give you right to type in foreign language?)) Btw my channel location is written in “about” page)

    • @Emi_Shot
      @Emi_Shot Рік тому

      @@postprocessed Now browsers translate everything themselves, so I didn't think it would hurt you. Sorry.

    • @postprocessed
      @postprocessed  Рік тому

      @@Emi_Shot yeah silly youtube translates only in studio and I dont always go there to respond 😁