I created an explosion effect in Houdini and imported it into Unreal as a VDB.
I set up a HeterogeneousVolume actor, and the material is the sparsevolume material included in the engine. The tiling method is set to clamp. I can see that the bottom part of the VDB texture is reflected at the top.
Should I add more margin when baking the VDB texture? And if so, how can this be done?