
Description
15 Realistic VDB Looped Fire Simulations of burning geometry objects!Add them to your torch flame, burning house, bonfire, etc. – the only limit is your imagination.
Features:
15 Premade VDB Simulations.
Each simulation is 300 frames long and seamlessly looped.
Each simulation represents a single burning geometry object.
The 3D object itself is not included.
Ready to be dropped in your Level or Sequencer.
High-quality simulations, millions of voxels.
Customizable material for VDB is included.
Density control
Emission control
Fire color shift control
Temperature control
Smoke color control
Scattering control
Smoke density control
The smoke can be removed.
Emissive tint control
IMPORTANT: Enable "Heterogeneous Volume" in the "Project Settings" to be able to see simulations.
To see the full quality, set the "Streaming Mip Bias" in Heterogeneous Volume to 0, but be aware that it may affect your performance.
VDBs Total Size: 50GB. Smallest asset: 1.5GB. Largest asset: 7.1GB.
To be able to see explosions in Path Tracing in UE5.3 use this console command: r.PathTracing.HeterogeneousVolumes 1
If your explosions are disappearing on a far distance use this console command: r.HeterogeneousVolumes.MaxTraceDistance 10000000
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All parameters are controlled from material instances in folders 01_..., 02_..., ... etc.
There is presets in each folder with simulation, but you can modify setups to your liking.
You can use the material included in material folder "M_VDB" or use the Unreal Engine 5 default material. (See the tutorials below.)
All simulations can be slowed down, speeded up, or scaled.
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Tutorials:
How to Add Simulations to Your Level or Sequence.
How to use Unreal Engine 5 default material.
How to set up Path Tracing rendering of VDB.
More Useful console commands for Heterogeneous Volumes (VDB):
r.HeterogeneousVolumes.OrthoGrid (default = 1)
Enables the world-space voxel grid.
r.HeterogeneousVolumes.OrthoGrid.MaxBottomLevelMemoryInMegabytes (default = 128)
Determines the memory limit (in megabytes) for each bottom-level voxel grid used for voxelization (emission, extinction, and albedo). The recommended cinematic default is 512.
r.HeterogeneousVolumes.OrthoGrid.ShadingRate ([default = 4)
Determines the active shading rate of the world-space voxel grid, where the value roughly corresponds to pixel width. Lower shading rates create a higher-quality tessellation, but require more memory. The recommended cinematic default is 1.
r.HeterogeneousVolumes.FrustumGrid (default = 1)
Enables the frustum-aligned voxel grid.
r.HeterogeneousVolumes.FrustumGrid.MaxBottomLevelMemoryInMegabytes (default = 128)
Determines the memory limit (in megabytes) for each bottom-level voxel grid used for voxelization (emission, extinction, and albedo). The recommended cinematic default is 512.
r.HeterogeneousVolumes.FrustumGrid.ShadingRate (default = 4)
Determines the active shading rate of the frustum-aligned voxel grid, where the value roughly corresponds to pixel width. Lower shading rates create a higher-quality tessellation, but require more memory. The recommended cinematic default is 1.
r.HeterogeneousVolumes.FrustumGrid.DepthSliceCount (default = 512)
Determines the number of depth slices of the frustum-aligned voxel grid, when rendered with a shading rate of 1. Rendering with a shading rate of 2 will correspond to emitting a Depth Slice Count of 256. The recommended cinematic default is 512/1024.
r.HeterogeneousVolumes.Tessellation.FarPlaneAutoTransition (default = 1)
Truncates the far-plane of the frustum-aligned grid when the voxel size of the frustum-aligned voxel grid corresponds to the voxel size of the world-space voxel grid.