Mesh to Volume Tool - UE4
This tool aims to remove the need for expensive external packages that convert polygon models to volumes by using blueprints and materials to recreate the texture slices all within UE4 in a quick and easy manner.
This is a simple and easy to use tool that can convert your 3D models into Texture Slices that can be used with a ray-marched volume material! It works by converting static meshes to texture slices - the textures themselves can then easily be exported and used in a wide variety of VFX.
For best results, your models need to be single, watertight geometry and have no intersecting polys (several example models of varied complexity have been provided for guidance). Tests have been done with a human face, mech, cloud and a part of a fractal - all of these have been included as models and as final texture slices.
NOTE: The Ray-Marched Volumetric Material that is used to display the results of the Mesh-To-Volume BP is based on a tutorial done by Ryan Bucks. Some further modifications have been made to make it compatible with newer engine versions (+4.22).
It's use here is mainly for demonstration purposes of the main Blueprint Function - if that material is the main reason for your interest, please have a look at his tutorial on how to recreate a ray-marched volume material.
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Easy to use Blueprint that converts Static Meshes to Texture Slices that can be used with Volumetric Ray-Marching materials.
4 examples of different Static Meshes and processed texture slices
Volumetric Ray-March Material for preview purposes.
Number of Blueprints: 1
Number of Materials: 4 Master Materials, 3 Material Instances
Number of Static Meshes: 5
Number of Textures: 5
Network Replicated: No
Supported Development Platforms: PC
Supported Target Build Platforms: PC
>This product is for Unreal Engine 4.23+
> Static Meshes need to be watertight with no intersecting polys (a quick way to adapt any mesh is to convert it to a Dynamesh in Zbrush)
> During Play keep away from the scanned mesh as the free camera pawn can cause artifacts to appear in the Slice Texture.
> Should any artifacts like small specs (or long lines in the preview material) appear adjust the mesh size, location or orientation.
> Should ghosting artifacts from previous slices appear, please run the Blueprint again.
> Should you experience any performance issues please adjust the "Steps" and "Shadow Steps" parameters of the "MI_Volume_Preview" Material Instance.
An easy to use Tool to convert 3D models into Volumes in UE4