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Full Version: Channel-packing VDBs?
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kta3d
unreal supports importing a vdb and converting it into a sparse volume texture with multiple channels of 8 bit data. however, i have not found any way in Houdini to make a vdb that has anything other than a single 'density' attribute in a single channel. I would ideally like to channel-pack a VDB so multiple cloud/fog densities are stored into separate named channels/attributes (even if that doubles the file size). is this possible and if not, does anyone just so happen know how exactly epic expects anyone to use that multi-channel feature of their SVTs?

thank you!
tamte
kta3d
...however, i have not found any way in Houdini to make a vdb that has anything other than a single 'density' attribute in a single channel. I would ideally like to channel-pack a VDB so multiple cloud/fog densities are stored into separate named channels/attributes (even if that doubles the file size)..
You can have multiple named float or vector vdb primitives in the geometry and when you save that geo into .vdb they all will be within the same single .vdb file
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