Tunnel of Mist
I wanted something fairly straight forward just to get acquainted with Embergen and how VDBs work in Unreal.
I built a section of the tunnel in Embergen because I felt that would give me more control on the width of the tunnel in Unreal. I need to look into the optimization ramifications of multiple smaller heterogeneous volumes vs one larger one.
Creation was fairly simple. while it took me a bit of time to get acquainted with the behavior of the different emitter shapes and force nodes it was never really in doubt what the underlying physics would be. The mist is pushed to the side with a line force where it gets intercepted and swings around a toroidal.


I imported the VDB into Unreal and used their SparseVolumeMaterial. I used multiple volumes with the same material and achieved randomness by changing each volume's individual framerate.
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