Thanks Jason! Really like the software so far. Fast, simple and a lot of presets. Only few things to work out is how to scale that properly, but I think it is unreal import issue
Thank you for this launch!!! low bow for you this lesson! I also didn't know why the fire with smoke scale would be so small after exporting from Embergen)🔥🔥🔥
Hey! This is a great tutorial as usual. Thx a lot!!! Do you have any workflow to bring gpu particle from embergen to unreal please!?? I am about to try passing by blender or houdini... but I was wondering if you have a more straight forward way to do it!?? Thx again, keep rocking!! 😉
Awesome tutorial! Thanks . Have you found any difficulty in rendering vdbs with the path tracer? I get hot and miss results. Sometimes whole chunk of vdbs is missing, while rest rendering fine. Also had super transparent cloud flicker on and off in animation sequence as well. I figured the flicker could be due to turning the density right down 🤔
hmmmmm if you have that issue try console variable r.SparseVolumeTexture.Streaming.PrefetchMipLevelBias It happens if Unreal can’t load fast enough so it can stuck on 1 frame. I never had this issue, but some people noticed it in the comments before
Super amazing tutorial, thank you so much!! I have a question but it is regarding to the wheel motion blur in Unreal, the motion blur doesn't show up in the sequencer, only in render, which makes it hard to judge while animating, Is there a way to see motion blur in the sequencer instead of waiting for rendering then adjust then render again and so on ?
Motion blur in viewport will not give you proper results anyway, as it will have some buggy stuff when wheel is in the fast motion, it requires more samples to get proper result from MB. So… only render will tell you how it looks. But you can enable showing motion blur in editor by “Show” menu post process effects -> motion blur
Hey great tutorial thx for this :) I have a problem when importing my vdb : Unreal Engine crashes at 60%, maybe my BFB folder is too heavy (5.5gb) am i the only one to have this problem ?
Great tutorial, tried using it for different VDB simulation. Unfortunately it always crash on 99% due to out of memory error :( Even tho I deleted over 60% of my simulation and kept just chunk of the frames, it still crash. 64GB DDR5 ram, 8gb VRAM is probably not enough for VDBs :/
Hi i'm a bit late to the party, do you have any suggestions on optimisation in Unreal for the memory management of VDBs for real time? im finding that after a period of time playing the vdb sequence on a loop in the viewport the resolution of the Volume cloud suddenly drops and it just becomes a mush with low voxels. just using Lumen, and hoping to make a sequence that plays back in real time. any thoughts appreciated for this newbie.
currently no :( You need some expertise with houdini or embergen on how optimize VDB render. Currently in UE there is not not much that can be done with memory optimization of VDB inside the engine
@@postprocessed Hi appreciate you taking the time to get back to me... i dont get notifications on answered questions, but found myself back here again looking for tips and tricks. :-) Unreal 5.3 still does seem to drop the quality of the VDBs even with 'blocking request turned on'.. Does any one know the Cvr to make sure Unreal always loads the highest Quality voxels per frame? ive been trying all the following some are for path tracing but i still find issues with Lumen :- r.heterogeneousvolumes.Maxtracedistance 100000 [this command makes the smoke render at distance of] r.HeterogeneousVolumes.OrthoGrid.ShadingRate 1 [Cinematic the lower the numb] r.HeterogeneousVolumes.FrustrumGrid.ShadingRate 1 [Cinematic the lower the numb] r.HeterogeneousVolumes.FrustumGrid.MaxBottomLevelMemoryInMegabytes 512 [higher the better] r.HeterogeneousVolumes.OrthoGrid.MaxBottomLevelMemoryInMegabytes 512 [higher the better] r.SparseVolumeTexture.Streaming.PrefetchMipLevelBias -4
Global texture parameter is not showing in the material instance.. how do you make that option available?.. i downloaded your vdb material setup thing.. i'm new to unreal
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. Just check main material, it will show you an error on what is missing and where
Strangely the VDB is not playing. I created a new level sequence and added the heteroV to that, but it didnt work. Thanks for an AMAZING tutorial! ... LOL.. thanks for bearing with me. Not sure what I am doing wrong, the VDB does nothing..
@@postprocessed I figured it out. I just needed to make sure that the playing button was checked in unreal for the hetero volume. thanks so much for responding man. I love your content. now I just gotta get it working in a sequencer and also have it not disappear. When i'm too far away. It's a really big explosion for an architectural scene
@@postprocessed I think the main challenge for me is getting the frame rates to work. when you have such a perfect fluid. Dynamic simulation in embergen at 60 FPS and then go over to unreal for cinematic project at 25. It is really, really hard to get that same quality. A heck of a lot of tweaking
hey man, I have another video on VDBs where I actually tackle the problem of disappearing of VDB in distance and stuff. There is console command which makes VDB visible and various distance@@J4ME5_
Hi there! I follow all the steps of your tutorial, but when i put my heterogeneous volume, and put the material of my vdb, i just see a transparent square just below the dragon head. Any idea what is going on? Thank for your help
@@romainfusilier8806 Also make sure you have lighting on your volume, either a separate light in a diff lighting channel, or a global directional light. Then you can use a console variable 'r.HeterogeneousVolumes.IndirectLighting 1' to make it responsive to that lighting. Also if your VDB is disappearing when you move the camera too far from it use 'r.HeterogeneousVolumes.MaxTraceDistance ###', where the #'s are the max distance you want to be able to see it at.
Hey! Has anyone found a way to fix the scale when importing? ) It seems like just scaling up reduces the quality… And the simulation looks less like particles and more like blurry voxels.
But if someone like me is making a fight scene with guns and wanted add muzzle file flash bullet blast how is it possible to do that. Please can you ake small tutorial on small gun fight.
Hey! You can use Embergen Preset for muzzle fire shot! And export it and attach to a gun! In that case you don't even need to export animation from unreal. Just attach and repeat muzzle flashes on timeline in Sequencer
hello, i could need some help , is it possible to use an imported geometry only as an Effector und not as an Emittor. I want to manipulate an fire emittor with an imported Geometry but the Geometry himself should not burn. but rather it should effect the emittor with his geometry, i hope this was clear, my english is ugly sorry, , sadly i cant find an option like that. In Blender forexample, when you start a simulation, you can us an Geometry as an Effector inside the Domain Box. I really need this Option in Embergen. Someone can help pls ?
7:40 You're not supposed to change the timestep. The right way to fix the framerate is to set the import framerate to 30 and the export framestride to 2. That way you won't have to bother with changing all the simulation settings. Good explanation --> ua-cam.com/video/INpZL_JvuHI/v-deo.htmlsi=2chyKa51gd9E8_hc&t=97
magic portal uses particles, but if you export it as VDB is uses Voxels. For portals you can simply use Niagara like that. ua-cam.com/video/DsamjuFINXc/v-deo.html Embergen mostly used for fluid/smoke simulations
i found on thing. after import to unreal 5.3 . we need to mirror y for HeterogeneousVolume. if we doing car drift simulation. in my test, the scale is about 10 times in unreal
Ka-boom?
🔥🔥🔥🚀🚀🚀
yes rico, ka-boom
Any idea how to get the fracture chaos cache and the Niagara system to work properly and together in the sequencer?
great step by step workflow tutorial 👍 thanks for making it 🙏
Thanks Jason! Really like the software so far. Fast, simple and a lot of presets. Only few things to work out is how to scale that properly, but I think it is unreal import issue
Thank you for this launch!!! low bow for you this lesson! I also didn't know why the fire with smoke scale would be so small after exporting from Embergen)🔥🔥🔥
Happy to help!
It's worth waiting for your video. It was a lecture that I really needed and I will try it!
You are the best! I love your tutorials very much! Thank You!
Thanx a lot, it was my 1st lesson for this software.. Fully setisfied..
You’re the best buddy! Can’t waiy to try ambergen
Amazing !!! Thanks
Another great tutorial! Thank you ! 😍
Did anyone encountered a problem with the temperature not being visible inside Unreal although you enabled it?
try using blackbody parameter, it also affects density of temperature and it's visibility, should be working
Thanks, when I imported it 16 bit instead of 8 bit it somehow worked... @@postprocessed
love your tutorials
your videos its just amazing!
Wow, thank you!
Nice tut! Can you do one on how to export embergen particles into unreal?
Hey! This is a great tutorial as usual. Thx a lot!!!
Do you have any workflow to bring gpu particle from embergen to unreal please!??
I am about to try passing by blender or houdini... but I was wondering if you have a more straight forward way to do it!??
Thx again, keep rocking!! 😉
Hey man! Thanks! Well particles are easier and cheaper in Niagara, so most of the time I use Niagara for particles
You are the man!
This is amazing. I'm assuming I can do this with all kinds of VDBs in UE and EmberGen.
Yup, correct
Awesome tutorial! Thanks . Have you found any difficulty in rendering vdbs with the path tracer?
I get hot and miss results. Sometimes whole chunk of vdbs is missing, while rest rendering fine.
Also had super transparent cloud flicker on and off in animation sequence as well. I figured the flicker could be due to turning the density right down 🤔
hmmmmm if you have that issue try console variable r.SparseVolumeTexture.Streaming.PrefetchMipLevelBias
It happens if Unreal can’t load fast enough so it can stuck on 1 frame. I never had this issue, but some people noticed it in the comments before
@@postprocessed thanks! I will try that
Very nice, thxx for this 👌🙂
make a render video of VDB after add sequencer in path tracing
Great tutorial, thanks for sharing!Could you do me a favor? when exporting a pyro VDB file in C4D, how should its coordinates and scaling be adjusted?
Hi, mate! I am sorry to dissapoint you, I never worked with C4D and won't be able to help you with that :(
Great tutorial . thank you . keep it up
Super amazing tutorial, thank you so much!! I have a question but it is regarding to the wheel motion blur in Unreal, the motion blur doesn't show up in the sequencer, only in render, which makes it hard to judge while animating, Is there a way to see motion blur in the sequencer instead of waiting for rendering then adjust then render again and so on ?
Motion blur in viewport will not give you proper results anyway, as it will have some buggy stuff when wheel is in the fast motion, it requires more samples to get proper result from MB. So… only render will tell you how it looks. But you can enable showing motion blur in editor by “Show” menu post process effects -> motion blur
@@postprocessed thank you so much! That helped a lot!
if the temp color not showing the material provided has a default value of 1, on the instance change it to like 4000 and see from there
Mate, fantastic.
thanks, Al! Haven't seen you for a while )
Hey great tutorial thx for this :)
I have a problem when importing my vdb : Unreal Engine crashes at 60%, maybe my BFB folder is too heavy (5.5gb) am i the only one to have this problem ?
Great tutorial, tried using it for different VDB simulation. Unfortunately it always crash on 99% due to out of memory error :( Even tho I deleted over 60% of my simulation and kept just chunk of the frames, it still crash. 64GB DDR5 ram, 8gb VRAM is probably not enough for VDBs :/
Hey, yes, man… it pumps the VDB into VRAM on render… you need to have at least 16gb :(
👏👍
I really like the tutorial but I totally dont get the same result...I dont know if you can help me ?
I need some help, i am not getting the rocket launch presets in embergen while i add it to the project
it is probably in the updated version of Embergen. It was not present there before, I have updated it and it was there
Hi i'm a bit late to the party, do you have any suggestions on optimisation in Unreal for the memory management of VDBs for real time? im finding that after a period of time playing the vdb sequence on a loop in the viewport the resolution of the Volume cloud suddenly drops and it just becomes a mush with low voxels. just using Lumen, and hoping to make a sequence that plays back in real time.
any thoughts appreciated for this newbie.
currently no :( You need some expertise with houdini or embergen on how optimize VDB render. Currently in UE there is not not much that can be done with memory optimization of VDB inside the engine
@@postprocessed Hi appreciate you taking the time to get back to me... i dont get notifications on answered questions, but found myself back here again looking for tips and tricks. :-) Unreal 5.3 still does seem to drop the quality of the VDBs even with 'blocking request turned on'.. Does any one know the Cvr to make sure Unreal always loads the highest Quality voxels per frame? ive been trying all the following some are for path tracing but i still find issues with Lumen :-
r.heterogeneousvolumes.Maxtracedistance 100000 [this command makes the smoke render at distance of]
r.HeterogeneousVolumes.OrthoGrid.ShadingRate 1 [Cinematic the lower the numb]
r.HeterogeneousVolumes.FrustrumGrid.ShadingRate 1 [Cinematic the lower the numb]
r.HeterogeneousVolumes.FrustumGrid.MaxBottomLevelMemoryInMegabytes 512 [higher the better]
r.HeterogeneousVolumes.OrthoGrid.MaxBottomLevelMemoryInMegabytes 512 [higher the better]
r.SparseVolumeTexture.Streaming.PrefetchMipLevelBias -4
👍👍👍
Global texture parameter is not showing in the material instance.. how do you make that option available?.. i downloaded your vdb material setup thing.. i'm new to unreal
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.
Just check main material, it will show you an error on what is missing and where
Thanks!!
Strangely the VDB is not playing. I created a new level sequence and added the heteroV to that, but it didnt work. Thanks for an AMAZING tutorial! ... LOL.. thanks for bearing with me. Not sure what I am doing wrong, the VDB does nothing..
maybe it is somewhere far away? or not enough density to see it?
@@postprocessed I figured it out. I just needed to make sure that the playing button was checked in unreal for the hetero volume. thanks so much for responding man. I love your content. now I just gotta get it working in a sequencer and also have it not disappear. When i'm too far away. It's a really big explosion for an architectural scene
@@postprocessed I think the main challenge for me is getting the frame rates to work. when you have such a perfect fluid. Dynamic simulation in embergen at 60 FPS and then go over to unreal for cinematic project at 25. It is really, really hard to get that same quality. A heck of a lot of tweaking
hey man, I have another video on VDBs where I actually tackle the problem of disappearing of VDB in distance and stuff. There is console command which makes VDB visible and various distance@@J4ME5_
@@postprocessed thank you so much!
Hi there!
I follow all the steps of your tutorial, but when i put my heterogeneous volume, and put the material of my vdb, i just see a transparent square just below the dragon head.
Any idea what is going on?
Thank for your help
Hey, is your VDB animated?
Yes, it is an animated torch fire. And i checked the box "animate". @@postprocessed
@@romainfusilier8806 set it “playing” and “looping” see if that changes something. Try the scale maybe too? That’s really strange
Yes i cheked these 2 boxes, i will try to change the scale, hope it will fix it..@@postprocessed
@@romainfusilier8806 Also make sure you have lighting on your volume, either a separate light in a diff lighting channel, or a global directional light. Then you can use a console variable 'r.HeterogeneousVolumes.IndirectLighting 1' to make it responsive to that lighting. Also if your VDB is disappearing when you move the camera too far from it use 'r.HeterogeneousVolumes.MaxTraceDistance ###', where the #'s are the max distance you want to be able to see it at.
Hey! Has anyone found a way to fix the scale when importing? )
It seems like just scaling up reduces the quality… And the simulation looks less like particles and more like blurry voxels.
@@danvisart you can also try changing VDB resolution in the volume, but currently UE just doesn’t support position and scale from VDB :/
@@postprocessed Got it, thanks!
05:50 oh NO - насмешил )))
Please where did you get the rocket asset
Its free model from either sketchfab or cgtrader
But if someone like me is making a fight scene with guns and wanted add muzzle file flash bullet blast how is it possible to do that. Please can you ake small tutorial on small gun fight.
Hey! You can use Embergen Preset for muzzle fire shot! And export it and attach to a gun! In that case you don't even need to export animation from unreal. Just attach and repeat muzzle flashes on timeline in Sequencer
@@postprocessed can you have small tutorial on this.
hello, i could need some help , is it possible to use an imported geometry only as an Effector und not as an Emittor. I want to manipulate an fire emittor with an imported Geometry but the Geometry himself should not burn. but rather it should effect the emittor with his geometry, i hope this was clear, my english is ugly sorry, , sadly i cant find an option like that. In Blender forexample, when you start a simulation, you can us an Geometry as an Effector inside the Domain Box. I really need this Option in Embergen. Someone can help pls ?
hmmm I think that was discussed in Embergen Discord server, I think for Embergen questions it is better to get help there
@@postprocessed thank you
7:40 You're not supposed to change the timestep. The right way to fix the framerate is to set the import framerate to 30 and the export framestride to 2. That way you won't have to bother with changing all the simulation settings. Good explanation --> ua-cam.com/video/INpZL_JvuHI/v-deo.htmlsi=2chyKa51gd9E8_hc&t=97
Hi im using a magic portal when i imported it in ue5 it was looking like fire smoke not like in embergen is there a way to make it like in embergen
magic portal uses particles, but if you export it as VDB is uses Voxels. For portals you can simply use Niagara like that. ua-cam.com/video/DsamjuFINXc/v-deo.html
Embergen mostly used for fluid/smoke simulations
@@postprocessed ok thank you
no prob! Unfortunately I never used embergen for particle sims as it is faster to make in Unreal with niagara @@th-redattack
Any way to bake transform for a car rig on a spline?
Yes! Actually same way! I did it same in my preivous VDB tutorial! It bakes movement on the spline too!
I tried but in the fbx the car isn't moving, and if I use a placeholder it just freezes it in 1 location with all the keyframes @@postprocessed
@@sen3productions are you sure you used “All frames”? Coz it works for me. I tried it couple days ago
@@postprocessed I did indeed. Been struggling with this for few days now :(
can that smoke cast shadows?
Currently only in path tracing. Should soon be available for lumen
i found on thing. after import to unreal 5.3 . we need to mirror y for HeterogeneousVolume. if we doing car drift simulation. in my test, the scale is about 10 times in unreal
Needs way more smoke
takes off too soon and too quickly
well, I think you can do it too then! It is for tutorial purposes only ;)