Just found your channel. Super useful stuff for a TA like me! :) Keep it up
@jackkim1018 Жыл бұрын
Hi, first very thank you for nice tut but I got a problem.. The material very weird glow. MI_HeterigeneousVolume_basic. My UE version 5.3,, I really want to finish this tut so help me
@justinederuyck2016 Жыл бұрын
Ditto mine looks like a glowing orb
@spectrecular97216 ай бұрын
Yep, same here in 5.3
@importon4 ай бұрын
Yep. Same here.
@omidhs2000 Жыл бұрын
Hey, thank u for the super nice tutorials!!! I tried to project from 3 Axes but i dont get the feedback...the 3rd texture muss set to x=y any=x???? not sure...i dont get the same cloud puffy box like u
@res0lve Жыл бұрын
Could you expand more on how to create a good smoke for a smoke grenade from this technique? Could I just use any smoke texture on the Niagara mesh for that?
@ChrisChoiThird Жыл бұрын
Thank you for this great tutorial.
@AntrygJones Жыл бұрын
Could you sample a material that uses a flipbook?
@spectrecular97216 ай бұрын
Any chance we can get a 5.3 or 5.4 update to this? Can't seem to get homogeneous texture to work in 5.3+
@importon4 ай бұрын
I would like this also
@eyezlee1142 Жыл бұрын
Nice tutorial! Have you tried to sample 3D textures instead of 2D textures for 3D volume? For example render target volumes.
@renderbucket Жыл бұрын
Totally possible, but would be a little bit more complex to setup. Depending on what you are using this for, Sparse Volume Textures might also be a possible solution.
@eyezlee1142 Жыл бұрын
thanks for the reply! I'm sampling 3D texture as a velocity field to my fluids. I took a look at SVT, iirc it can only be used in material instead of Niagara, and UE team told me SVT is not intended to be updated in real time, it will be very slow.@@renderbucket
@ChengwuWang-zh1zm8 ай бұрын
@@eyezlee1142 Have you made it? I don't know how to sample a pesudo volume texture in niagara either. The settings are complex.🤔
@eyezlee11427 ай бұрын
@@ChengwuWang-zh1zm yesss I made it! Using Render Target Volume :)
@ChengwuWang-zh1zm7 ай бұрын
@@eyezlee1142 Cool!😆
@stereosteyn10 ай бұрын
how would one get the volume to cast a shadow on the ground?
@hermannmuller5313 Жыл бұрын
Hello! Thanks so much for tutorial. I create cloud from this explain and add curl noise for inner velocity. It looks nice and i want to use velocity. But i have some problem with scattering: my cloud scattering too fast and disappear or in this time filling all volume. Do you have some thinks about it? Can i loop it somehow? Thanks for answer!
@jamesonvparker Жыл бұрын
Hi @renderBucket. This seems to be so close to how to make a volumetric tornado. Could you please do a tutorial that focuses on that too? This is the closet to understanding volumetric textures that I've been yet.
@SanjeevKumar-be4dd Жыл бұрын
Everything things is changed now in unreal 5.3 please update the video.....i'm unable to do nothing in new version
@Elkkkkkk Жыл бұрын
has anyone else in 5.3 been running into a weird light strobing thing when following along with the tut?
@jackkim1018 Жыл бұрын
same...
@johnfredcee Жыл бұрын
I, also have this problem. Raymarching material works fine, the Heterogenous one does not, have carefully checked for modifications. I guess, it's still a beta.
@importon4 ай бұрын
@@johnfredcee are you able to subtract texture sample from another to do the mulit-axis cutout? I'm only able to get 1 axis to work. subtracting another texture sample breaks things.
@johnfredcee4 ай бұрын
@@importon I went in a completely different direction in the end, if I come back to this I will give it a go.
@importon4 ай бұрын
@@johnfredcee I can get almost the effect I need with multiplying the values but I would much rather just subtract them
@哈罗呦吼 Жыл бұрын
Does systematic UE teaching exist?
@importon Жыл бұрын
Very cool. Could this be combined with flipbooks for each axis to make a poor man's VDB or sorts?
@jeffreyvadala7028 Жыл бұрын
interested in this too! It looks like you could at very least render each page of the flipbook as a 1 unit deep slice, then line up slices...
@importon4 ай бұрын
@@jeffreyvadala7028 I've been playing around with this but I can't figure out how to control the lifetime of the grid3d base emitter. how the heck do you kill the thing after a given time period?
@wewantmoreparty Жыл бұрын
Awesome
@ericdrob8 ай бұрын
They got rid of the ability to break the uv channels in 5.4
@mindped Жыл бұрын
what version of unreal? Are you using. 5.1.1 i get stuck on 13:50 or so.... there are no options when i type sample for the SIM GRID DEnsity In fact around 9:40 Grid3D Unit Coorde doesnt exist either... I know u just uploaded this vid 3 days ago... but i think u should take it back down lol.... its not relevant and doesnt work. Or at least mention wich version of ue5 u used.
@renderbucket Жыл бұрын
This was done in 5.2 but should be compatible with any previous versions with Niagara Fluids. You will only see the Sample Texture show up if you have created a Sample Texture, at (4:33) I create a Sample Texture and this is what we are referencing when we attach these Sampled values to our Density instead of the default value of 1. Now with 5.1 I think it only auto shows in the search if variable types are matching so there's two things you can try. 1. Look for your Sample Texture Color Parameter from your Parameters Tab and Drag and Drop It into Density. 2. Click on the Down Arrow On The Density and select "Make Float From Linear Color". Then on the Linear Color where you see RGBA all having 1 values click on that Down arrow and Search Sample and you should find your Sample Texture.
@renderbucket Жыл бұрын
If you don't see Grid 3D Unit Coord, make sure you have "Library Only" option off when searching for the nodes in the Source Filtering. Otherwise it may hide nodes your trying to find.
@alexandredag Жыл бұрын
@@renderbucket better put this in highlit, on the desrition. I had the same problem too