@JonathanWinbush@UnrealEngine@LambertTibo Niice, yeah saw Dylan Browne had a good go at it to, though im sure when documentation is out they'll be a much simpler process
Look and feel for my character Ventus swaggin in his element. Rendered in Unreal 5.2 with pathtracing
More stuff TBA, some fun work to get the look and feel of the character and a few world elements
Thanks Thibault Lambert for the amazing work on the Unr…https://t.co/AXtkUwyDuP
Some smoky VFX studies I've been working on in Unreal Engine 5.2. with Thibault Lambert's awesome Sparse Volumetrics Plugin. The visual quality of this version of Unreal is getting 👌
Music: Tomb Raider II Main Theme Aesthetically Perfected by YuuDs
#vf…https://t.co/Yd5GfvJYSQ
My local build of #UnrealVDB now supports all lights and Lumen GI. Having GI really grounds the VDBs in the environment and adds so much details IMO.
#unrealengine#realtimeVFX#NanoVDB
Great results with a custom sim from Embergen 1.0 @LambertTibo's Sparse Volumetrics Plugin, Lumen Unreal 5.1.1.
Embergen Export:
300 frames with Upscaling set to x2
VDB Principled Actor:
Max Ray Depth: 300
Samples per pixel: 50
Step Size 6.0
Temporal noise✅
Trillinear Inter✅