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!