Commit Graph

4 Commits

Author SHA1 Message Date
tim doerries
bb1da72ead Implemented support for importing .vdb grids with half float formats.
#rb Patrick.Kelly
#rnx
#preflight 6436b7e900398d6f88504765

[CL 25025416 by tim doerries in ue5-main branch]
2023-04-13 10:50:12 -04:00
tim doerries
2eb735892e Added try/catch around openvdb file parsing to catch exceptions thrown on bad files. Moved grid typedefs for openvdb types into shared header.
#rb none
#rnx
#preflight 6436a9912909bc56c82e657a

[CL 25006193 by tim doerries in ue5-main branch]
2023-04-12 09:45:05 -04:00
sebastien hillaire
90505548ba Fixes for static analysis issues in ue5 main.
#rb none
[FYI] Marc.Audy

[CL 22577393 by sebastien hillaire in ue5-main branch]
2022-10-17 16:42:17 -04:00
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