VDB issue in Unreal

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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?


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2024-11-02 133255.png (131.9 KB)
2024-11-03 230609.png (53.2 KB)

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