Ultra Volumetrics
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- Опубликовано: 6 сен 2024
- Available on the Unreal Engine Marketplace:
www.unrealengi...
Ultra Volumetrics is an Unreal Engine asset which allows you to easily add local volumetric fog to any project with many adjustable parameters and functions.
#ue5 #ue4 #unrealengine #volumetricfog
buying right now, my friend sent me this, looks amazing! the quality and reviews are amazing. wishing you an awesome week ahead and success on this
Thanks so much! What a lovely comment! I hope you like it and it'll prove useful in your projects. If you have any questions/issues don't hesitate to reach out. An awesome week to you as well! Thanks again!
Wow, this looks gorgeous! Definitely adding to my wishlist!
Man thanks! been looking for something such as this asset for awhile. Keep up!
Psyched for 1.3! Love this pack
This looks pretty awesome 👍 i look forward to testing it out asap.
Thank you!
buying immediately! this is insane
This looks great and is now pinned to my wishlist!
Thanks appreciate it! Let me know if there is anything you'd like as I intend to have regular updates =)
I changed my mind. This asset has now been PERMANENTLY REMOVED from my wishlist!!!
Haha, cheers. Will get back to you via email as a paid customer. 😃
Pretty much a full 10/10 from me. Excellent product.
This is perfect. Just purchased.
Awesome! Hope you like it! If you have any questions or feature ideas let me know =)
Looks great but I'm new to UE, I'd need to see a video tutorial before I buy. Thank you.
Video tutorials will be finished either upcoming week or the week after that. After that you can decide if it's something you could use or not =) Thanks for your interest and kind words and good luck with your UE journey!
@vg Excellent & thank you, I'll look forward to it! I'm only a few weeks into binging tutorials, it may be a long journey, UE does everything =)
Just purchased this, Nice product! I have a few ideas how to improve it, also gave me an idea on upgrading 1 or 2 of my materials.
Thank you! I'd love to hear your ideas!
@@itsmebvg You know after more use It really does most if not all of the things I thought of to improve it. Turns out it doesn't need the "sea" height controls or the "sticky" function or even the 3dtexture & effect for mountain forests because it can do a form of all that.
@@DamienRamirez That's good to hear! I'm adding some cool new features in the next update which I had never even considered if it wasn't for others. Thank for your feedback!
I waisted money 2 days ago buying another asset that is not really good and that stupid search system of ue market place didn't show this one 😓😓😓😓😓😓😓😓😓😓😓😓
That sounds very familiar unfortunately 🥲 What were you searching for? Maybe I can improve some keywords or tags so it's easier to find =)
Heya bvg, I just bought your volume blueprint. Nice work! Saved me some time setting this up myself and it's always nice to see how someone else does things, you can learn a lot of things you didn't know. I must be blind.. how do I change the shape of the fog volume to a cube to better fit rooms? It would be nice to have dropdown to select the shape. Also, why does the usual transform attributes (location, rotation, scale) not show up in the details panel? Is that by design? (I'm using UE 4.27). Also, is there any difference between the 4.27 and 5.1 version? I will be upgrading my project soon so can I just upgrade the 4.27 one or should I replace it all with the 5.1 version after I upgrade? Cheers.
Thank you! The shape is changed in a slightly less user friendly way. If you go to where normally the transform controls would be, slightly above it is the blueprint hierarchy and if you click on Fog you will be able to change the static mesh. Your idea with a dropdown is very nice, I quite like it! I'll see if I can incorporate that into the next update!
The transform attributes are indeed hidden by design =) I like to keep things clean and almost always use the widgets to transform shapes in the viewport. However if you'd like to get it back it's quite simple to do so. Open the BP_UltraVolumetrics blueprint and in the top click Class Settings. Then on the right sidebar there is a Hide Categories section. Remove Transform from there, compile and save and you'll permanently have the Transform attributes back.
The 4.27 and 5.1 versions are identical. Though in the upcoming update I will split those versions because I will have playable example maps and the input methods of 4.27 differ from the 5.1 enhanced input methods.
@@itsmebvg Awesome thanks for the quick reply! Ok cool, I'll go check that out. I didn't know you could hide the transforms - that's actually kinda handy to know. With regards to shapes, I take it any shape can work? Like you could model custom fog shapes maybe? Does shape scale matter or should the shape be a "primative" where you set box size or sphere radius directly. I have tested some quick volumes in my game test level and it looks great. Performance is great to (in packaged build especially). My only other thoughts are maybe some more fog noise types, if UE allows. I don't know if you are familiar with volumetrics in Houdini, but there are some amazing volume noises there (Voronois) etc. You can also get some cool results by distorting the world positions that the noises sample from. Anyways, thanks for the awesome blueprint.. can't wait to dig into it more!
@@michaelasquith4433 Any shape can work yes. There's 2 ways to go about it, either you have a shape that fits your desired area or you can of course just place 2, 3 or even 10 different smaller fog volumes and move them to the desired locations which in the end makes it look like one unified shape. Scale of the shape doesn't matter, the fog itself will not stretch as it gets its scale from the noise inside the material. I do have plans to create more fog noise types and will probably make a dropdown box for it. Thanks for the Houdini suggestion, I will check it out and see if I can learn something from it! Don't know if it will make it to the 1.3 update or 1.4 though. 1.3 is kind of a big update and i'm super excited about it, gonna add some pretty cool things!
i love your fog There is a problem with the fog product you are selling. Your demo level map shows fog correctly. but when I put your fog on another new level map, the fog doesn't show up, why? please help me. I'm using UE5.1.
Glad you like! Are you sure that there is an exponential height fog actor in your level with volumetric fog turned on? Take a look at the documentation to be sure you followed the correct steps.
Will it take up a lot of computer resources when used in game production?
It depends, it certainly can if you set it at the highest quality levels. However it also depends which platform you are developing for and what kind of gpu budget you have. Another factor is the amount of lights that are interacting with it and if they cast volumetric shadows for example. The answer can be complex and depend on a lot of different factors. A stylized top down game can be much more resource friendly than a 'photorealistic' style fps game. I'd say if your project can comfortably use normal volumetric fog you'll have no problems =)
let me go grab it😮
Awesome hope you enjoy it!
这是UE商城里最棒的体积雾😍
谢谢
Can it enlarge its volume for application in a large city or natural mountain range? This effect was previously difficult to achieve in UE, and I am not sure if it can be achieved.
@@yantingye1677 It can, but that would mean you would have to set the view distance on volumetric fog to very high levels which is not recommended for performance reasons. At such distances it is much better to use 2d fog cards. With some fine tuning I suppose you could fade out the 2d fog card and fade in the volumetric fog at the right distances and hardly notice the transition.
@@itsmebvg Yes,you are right. I tested path tracing. Unfortunately, it is not supported. Although I know that path tracing in UE5.1 supports exponential height fog, after path tracing is enabled, your Ultra Volumetrics will not display but only exponential height fog.
@@yantingye1677 I'm afraid you are correct. After much testing it seems that although volumetric fog is supported, the material domain volume is not. Which is what Ultra Volumetrics is based on. I think it will be supported in the future. I tested both on UE5.1 and the 5.2 preview.
it doesnt work in 5,3
It works in 5.3, what problem are you having?
Does this work with path tracing?
@bvg awesome. I may just need to dig into the documentation and testing but I'm not seeing it in path tracing, any quick tips or tricks I may be overlooking? I appreciate all of your work on making such a dynamic and necessary asset!
Hello, though I hadn't tested it myself I assumed since volumetric fog is supported with path tracing in 5.1, it seems the material domain volume is not. Sorry about that. Though I believe it will be supported in the future I can understand the inconvenience. Let me know if there is anything I can do =)