Patrick Kelly
695 posts

Patrick Kelly
@_pmkelly
Epic Games. Volume Rendering. Hardware ray tracing with Lumen. Formerly at Disney, Weta, and DreamWorks. Utah alum. Texpat.
Cary, NC Katılım Aralık 2009
1.5K Takip Edilen950 Takipçiler

youtube.com/watch?v=Z_Dssj…
My Heterogeneous Volumes system was featured in yesterday's State of Unreal. It was a lot of fun working with Skydance New Media to push the limits of what we could achieve. Everything demonstrated here will be in the upcoming 5.4 engine release.

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@GarrettArt @WoodWhisperer Looks great! Woodworking crossover cast??
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Needed a matching pair of desks for a duo streaming setup and couldn’t find anything that worked. So I bought some butcher block counter tops, fired up some @WoodWhisperer videos, and made my own!



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Patrick Kelly retweetledi

Right before our company break, I added some additional info for using heterogeneous volumes with our path tracer thanks to the quick review from @_pmkelly.
More updates are coming in 5.4, but for now, I hope this helps those using them.
#usingheterogeneousvolumeswithpathtracer" target="_blank" rel="nofollow noopener">docs.unrealengine.com/5.3/en-US/hete…
Tim Hobson@TimHobsonUE4
I finished adding two new docs last week for our experimental features Sparse Volume Textures and Heterogeneous Volume Actor. Go check them out if it's your sort of thing! #UE5 #UnrealEngine docs.unrealengine.com/5.3/en-US/spar… docs.unrealengine.com/5.3/en-US/hete…
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Patrick Kelly retweetledi

I finished adding two new docs last week for our experimental features Sparse Volume Textures and Heterogeneous Volume Actor.
Go check them out if it's your sort of thing!
#UE5 #UnrealEngine
docs.unrealengine.com/5.3/en-US/spar…
docs.unrealengine.com/5.3/en-US/hete…
GIF
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Patrick Kelly retweetledi
Patrick Kelly retweetledi

@_pmkelly Awesome! I sure hope so! Any major changes to liquids?
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If you’re at #UnrealFest please consider attending our talk on Niagara Fluids, Sparse Volume Textures and Heterogeneous Volumes. It is at 4:45 in Room 238!
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@Metatrox We are not in a livestream room, unfortunately. But they’ve assured us that the talk will be recorded and posted to YT. We will follow up.
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Patrick Kelly retweetledi

@UnrealEngine The GPU is invoking some spirits today! #HeterogeneousVolumes #SparseVolumeTextures #UnrealFest
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Patrick Kelly retweetledi

@dysnxo Here is my modified Pyro SOP:
The VDB SOP declares "density" and "temperature" grids. VDB Active defines a position-based expansion over the complete temporal domain (with value 0) and is piped into the VDB Resample as the "Reference VDB" where pruning is set to 0.

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@dysnxo In the meantime, you can address this problem yourself by applying a VDB Resample with an empty VDB grid whose domain spans the operating domain of your sim in the POPs network at export time. I'll link an image to the example later.
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@dysnxo @LambertTibo @UnrealEngine You can extend to ShadingRate 1 but you may need to compensate with a significant amount of memory, depending on camera distance (eg: 1024 - 1792)
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@dysnxo @LambertTibo @UnrealEngine You'll want to experiment with adjusting memory and shading rate when rendering with path tracing. We will have documentation coming shortly:
r.HeterogeneousVolumes.FrustumGrid.ShadingRate 2
r.HeterogeneousVolumes.FrustumGrid.MaxBottomLevelMemoryInMegabytes 512
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