ZibraVDB Heterogeneous Volumes Unreal Engine Tutorial
With noticeable performance enhancements introduced in UE 5.6, Heterogeneous Volumes got a bit closer to real-time usage. But it requires a bunch of configuration to make it work as you need. In this tutorial, you will learn how to use ZibraVDB with Heterogeneous Volumes in Unreal and how to achieve optimal visual quality and performance. Visual Quality: r.HeterogeneousVolumes.Shadows.Resolution 1024 r.HeterogeneousVolumes.IndirectLighting 1 r.HeterogeneousVolumes.IndirectLighting.Mode 2 r.HeterogeneousVolumes.AmbientOcclusion 1 r.HeterogeneousVolumes.AmbientOcclusion.MaxStepCount 24 r.HeterogeneousVolumes.AmbientOcclusion.MaxTraceDistance 300 Fixes for Path Tracer: r.HeterogeneousVolumes.OrthoGrid.MaxBottomLevelMemoryInMegabytes 512 r.HeterogeneousVolumes.FrustumGrid.MaxBottomLevelMemoryInMegabytes 512 r.HeterogeneousVolumes.Tessellation.FarPlaneAutoTransition 0 Timecodes: 0:00 Intro 0:21 Switching between ZibraVDB's volumetric renderers 1:03 Fixing shadowing 2:00 Enabling indirect lighting 2:25 Enabling ambient occlusion 3:52 Rendering with path tracer 4:15 Fixing path tracer's blocky artifacts 5:15 Fixing path tracer's distance dependent artifacts 5:37 Preserving settings
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