Techniques i developed with the goal of allowing volumetric assets to be used as any static mesh asset would be with full PBR support, complete integration into the lighting sub-systems (including RTX) and dynamic playback control with low overhead and allow deployment to any device.
Key features:
- Run-time segmentation
- Complete integration into all of Unreal Engine's lighting systems including RTX
- Full control of assets via Sequencer
- Full material system integration for advanced effects