I’m sure this has been beaten to death, but I sadly cannot find an answer. When taking any fire sim with fast smoke dissipation (almost 90%) and decent resolution into Unreal, the results are super subpar. Blocks, which I assume are voxels, are everywhere, and even manually rebuilding the Sparse shader looks nothing like the embergen window. Has anyone encountered this?
hey if you search through our unreal channel in our discord there have been answers to this question there Discord
Let me know if you are still having trouble after checking this channel out!
Since this is the top result for googling “Blocky fire embergen unreal engine” and similar searches, I thought I would post what was the solution for me here for the convenience of people who can’t access discord or don’t want to search through logs of chat.
In my unreal scene I am using sparse volume textures, Setup like in this tutorial: https://www.youtube.com/watch?v=A3auSSKOAdw
For me I was having issues where my fire was really blocky and odd, Like this:
For me, the solution was swapping the temprature and flames Attributes around (Which may or may not be exported based on your settings in embergen).
I think this is an issue with the way the engine default “SparseVolumeMaterial” Material is set up by default, but I cant be sure. I’m not entirely sure why this works so anyone who is more knowledgeable feel free to correct me
. It took me a while to fix this issue so I am hoping it saves someone else alot of time.
Hey can you try enabling “remap values” at the bottom of your VDB export node? This should get rid of the blocky looking density / temp values
I already have, though it still remains blocky in unreal engine. The VDB looks as it should in other 3D software like Blender when importing with OpenVDB.
Yeah I am not sure what is causing it to look like this in Unreal Engine. We have some information pinned in the #unreal-engine channel in our discord that could be helpful: Discord


