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.
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
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
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
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 !
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.
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. 😂👌
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.
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)?
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
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?
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
@@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!
@@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
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
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
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.
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?
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
@@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 ?
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?
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.
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
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
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?
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?
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
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
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
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.
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 .
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?
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
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?
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?
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
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.
@@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?
@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
@@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
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
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
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 :(
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
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....
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.
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...:)
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
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)
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
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
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.
@@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
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.
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...
@@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.
@@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
@@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.
@@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
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.
thankx i will give a try
Yeap it work like a charm
this is exactly what i was looking for thank you so much. Ive looked for this for hours. You earned a sub
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
@@nilotindoy981 there also is probably a Console Command for it or try to tweak some settings for the vdb. Hope that helps
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
How can there be such an amazingly clear, informative, and witty explanation? It's unbelievable. Thanks a ton!!!!!
thanks for your feedback!!
Your channel is a gold mine, thanks a lot for your work !
Wow, thanks!
Mate, the console parameters, the workaround, material setup, you really tackled it all. Great video! I need the 5.3 upgrade for VDB.
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
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😂
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 :(
Gold! Love this dude!!
Haha, thank you guys!!! Happy to see you here again!
Amazing explaination brother and thanks for the shout really appreciate it! 🤙🏿💪🏿
this tutorial wouldn't exist without your help! You deserved all shout out possible!
@@postprocessed appreciate you brother, keep up the great work 🤙🏾
thanks so much for sharing, it's really awesome to get these clean workflows!
You're very welcome!
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 !
WOW!!!
Much needed tutorial for the next step of my car short animation😍😍
Thankyou 😃
You're welcome 😊
That’s what i waiting for
Thanks for the pro tips.
Thanks for the pinned tips. Esp on visibility distance.
Cheers
Its fade distance. Check out pinned comment
@@postprocessed Thank you. editing my post to reflect the same.
Very cool, very timely, very informative. Thank you
You are a genius! Thanks for another awesome tutorial!
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.
awesome tutorial, cool tricks and valuable experience, thank you bro!
Wow, this is awesome! Thanks for sharing workflow and tricks
Finally you uploaded it
Thank you bro i needed attach to time line the vdb
Thanks for Sharing!
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. 😂👌
Hahaha perfect timing 😁
This is amazing!! Looks great! 🔥🔥
Thank you!!
i feel bad watching this whitout paying for that much informations.... what a good tutorial !
Thanks! Haha and you always can use soperthanks if you are willing to contribute 😁
Awesome explanation as usual, and thanks for the shout out :)
Least I could do, buddy!
You superhero, posting the BPrint in the description! Thank you! Subbed
Great teacher, much luv.
Love it, how did you make the vdb follow the car when it spinned?
simulated it in Houdini or some sim program. Turbulencefd etc.
What about the fog? Is there a way to get VDB or Niagara fluid to work with exponential height fog?
You are amazing Brat(Bro in Russian).....
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.
Great!
Beast mode as always thanks man 🤙🏽💯
Always beast mode!
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)?
Hey! Not yet, working on it
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?
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
@@postprocessed Great thank you !
You did it again! ❤️✅👑
This is really dope stuff
thank's bro. it's help me a lot
Glad to hear that
Need more interesting tutorials ❤
More to come!
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?
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
@@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!
@@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
@@postprocessed Will definitely do. Thanks a ton bro, really appreciate your amazing work!
Thank you for this. keep it up bro!
Will do!
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
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.
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
Super💪🔥@@postprocessed
Well done! Many thanks
Thank you too!
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.
i think, bake transform is not working with spline path for car rig.
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?
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
@@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 ?
This is fantastic, thank you! Have you had issue with it not rendering out of MRQ using oath tracer? It just crashes for me.
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
@@postprocessed I've got a 4090 and a 13900K. Should be plenty!
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?
Brilliant!
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.
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
I am not using CCR in this tutorial, and I am animating on Camera Rail and using camera rail and transform for baking animation
What about fluids bro? Please explain how to import flips from houdini to unreal engine 5
Ok, good point! Will consider making it too
Thankyou. @@postprocessed
Make a gun fight scene with effects like muzzle fire bullet blast effects etc like in reality.
20 thumbs up my good man!
Thank you !
You're welcome!
Hey thanks for this, has any of this changed with 5.4.1?
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
@@postprocessed cool, yeah seen the visual improvements, thanks for the workflow confirmation.
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?
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)
Thank you buddyy
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?
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
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
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
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.
@@浪子-x8x pls check my other video with VDB useful CVARs I address this issue there
@@postprocessed r.PathTracing.HeterogeneousVolumes 1,This code has no effect
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 .
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
yeap thanx , @@postprocessed
@@futureframe1985 check out pinned comment. I found other used CVARs, it may help.
thank you it really work. @@postprocessed
Bro,How to drop the shadow in Lit mode?Only see the shadow in Path tracing mode
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
@@postprocessed Oh,Thx for reply!
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?
try this CVAR r.PathTracing.HeterogeneousVolumes.RebuildEveryFrame
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
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?
This author's way should do it:ua-cam.com/video/hVLMlsEu7qk/v-deo.html
When “bake” did you pick “use all keyframes” option? Otherwise it doesnt work :(
@@postprocessed I can't find the "use all keyframes "option, so maybe you can do a video with the caveat😉
@@BofanHe when you click “bake transform” there is drop down menu where you should pick “all keyframes”
@@postprocessed Thank you very much for your answer, I will try next time, I have found other solutions😀
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?
Oof, dude I am very basic blender user, just doing rigging in it and some simple modelling
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
lazy you say... you mean working efficiently HA... downloading now
Hahaha yes. EFFICIENT ))
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!
It depends on material settings, changing density, and resolution. On import you can try 16bit or 32bit, should be better
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.
Omg, thats probably UE interface issue. Have you tried it in UE 5.4 maybe? Could be fixed in newer version
@@postprocessed This bug is in 5.4. But it just disappeared after a few more tries. It's really weird.
@@aaronguo5128 uh, Unreal just being sassy again...
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
When you used bake did you choose “all frames”?
@@postprocessed I tested with both options, same result
@@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?
@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
@@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
👍
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
FBX file? Like baked animation from sequencer?
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
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
yes) there were a lot of parts in the car model. Thank you@@postprocessed
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
Path tracing or lumen? Do you have correct frame rate for VDB in houdini?
lumen,There is no problem in Houdini, there will be sudden shaking when importing ue
@@postprocessed
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 :(
Have you solved the shaking problem?
The car is bound to the spline and there is no animation after baking
make sure you picked "bake all frames" when baking
Hello, I am using Unreal 5.1. But when I use path tracing, the car glass disappears. Do you know why?
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
@@postprocessed Thank you very much for your answer. Have a great day today
try this console variable: r.RayTracing.ExcludeTranslucent false
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....
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.
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...:)
your tutorials are excellent :)
what is the process for explosion or just normal fire?
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
@@postprocessed thank you buddy!
Unreal Engine 5.3 might be amazing but there almost no marketplace assets that you can use.. same even for 5.2 :/
Most assets from 5.2 are working. Most. Not all of them unfortunately :(
how to do the same thing in blender,
I dunno, I am very basic blender user :D
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)
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
I have the same problem, have you solved the shaking problem?
But manually scale and transform is volume to match the wheel is not optimum….and it’s not accurate..
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
What is VDB?
en.wikipedia.org/wiki/OpenVDB come on, was it that hard?
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.
daym :( what happens with this VDB? Did you figure out why?
@@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.
@@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
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.
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...
@@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.
@@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
@@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.
@@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
Overall is really boring to see vdb volume, hope unreal improve implementation
английский не твой родной?
why r u asking?
@@postprocessed You speak with an accent, but maybe I'm wrong. where are you from? Although it doesn't matter, I just got curious.))
@@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)
@@postprocessed Now browsers translate everything themselves, so I didn't think it would hurt you. Sorry.
@@Emi_Shot yeah silly youtube translates only in studio and I dont always go there to respond 😁