4 Commits

Author SHA1 Message Date
Joe Kirchoff
077153323d Remove unnecessary Public & Private include paths for subdirectories within a module
#rnx
#jira none

[CL 26560072 by Joe Kirchoff in 5.3 branch]
2023-07-24 20:07:27 -04:00
bryan sefcik
91c57d395e Removed redundant module includes.
#preflight 645d4bf3aa3c584c0b5b3a67

[CL 25435653 by bryan sefcik in ue5-main branch]
2023-05-11 16:48:21 -04:00
tim doerries
84d2de5fbc Implemented first version of OpenVDB import dialog.
#rb Sebastien.Hillaire
#rnx
#preflight 638668bdb21cdd3a266f335d

[CL 23338862 by tim doerries in ue5-main branch]
2022-11-30 15:06:09 -05:00
sebastien hillaire
a831062e45 Sparse volumetexture initial commit.
Sparse Volume Texture asset from imported OpenVDB (only a single float channel for now). Static or animated sequence.
It will be possible to generate SVT at runtime from GPU later.
Using FEditorBulkData for handling raw source without loading everything when not caching or cooking.
BulkData used at runtime for loading. No streaming yet.
Importer with dependency on OpenVDB is in a SparseVolumeTexture module only loaded when in editor

Sparse volume texture can be sampled from any materials (sample, sample parameter) and overridden on material instance and material instance dynamic.

Added support for uint in compiler (fetch from page table, see SparseVolumeTextureGetVoxelCoord)
Volume texture with u8 VirtualTextureLayerIndex!=255 (INDEX_NONE) are sparse texture. The layer index then represent what texture/attribute to sample.

#preflight https://horde.devtools.epicgames.com/job/6346a466f93be0f6345af86c
#rb Patrick.Kelly, Charles.deRousiers

[CL 22551963 by sebastien hillaire in ue5-main branch]
2022-10-16 02:28:34 -04:00