Uploaded May 2023 | Updated September 2026, 2 weeks ago
Topic: Texture To 3D Volumes | Niagara 3D Volumes From Textures
In this video we use Niagara Fluids to create a volume and control its density with Texture Maps. We also go over how you can use the new Unreal 5.2 Feature "Heterogenous Volumes" to add interactive shading to this volume that works with all Lights in Deferred Rendering.
If your interested in other new features in Unreal 5.2 check out:
Nanite Displacement - youtube.com/watch?v=6x3bXWd_QHY
Intro To Substrate Shading - youtube.com/watch?v=rIktWZ-lpWw
If your interested in creating Volumes in HLSL with Raymarching check out:
youtube.com/watch?v=dSY_8Ii-HcI
Troubleshooting Section / Answers
-- Can't Find "Grid 3D Unit Coord*" --
Make sure you have "Library Only" checkbox in the top right of when your searching for nodes. Sometimes that will filter out nodes you may need to use/find.
-- Unreal 5.1 Differences --
You will only see the Sample Texture show up if you have created a Sample Texture, at (4:33) I create a Sample Texture and this is what we are referencing when we attach these Sampled values to our Density instead of the default value of 1. Now with 5.1 I think it only auto shows in the search if variable types are matching so there's two things you can try.
1. Look for your Sample Texture Color Parameter from your Parameters Tab and Drag and Drop It into Density.
2. Click on the Down Arrow On The Density and select "Make Float From Linear Color". Then on the Linear Color where you see RGBA all having 1 values click on that Down arrow and Search Sample and you should find your Sample Texture.
---
Patreon:
patreon.com/renderBucket
Discord:
discord.gg/BxsersBPQc
Tags:
Unreal Volumes, Volume Textures, Volumetric, Volume Shading, Niagara Fluids Volumes, Niagara Fluids Tutorial, Heterogenous Volumes, Game Development, Unreal Engine Tutorial, Unreal 5.2 New Features, 3D Textures, Custom Clouds
Topic: Texture To 3D Volumes | Niagara 3D Volumes From Textures
In this video we use Niagara Fluids to create a volume and control its density with Texture Maps. We also go over how you can use the new Unreal 5.2 Feature "Heterogenous Volumes" to add interactive shading to this volume that works with all Lights in Deferred Rendering.
If your interested in other new features in Unreal 5.2 check out:
Nanite Displacement - youtube.com/watch?v=6x3bXWd_QHY
Intro To Substrate Shading - youtube.com/watch?v=rIktWZ-lpWw
If your interested in creating Volumes in HLSL with Raymarching check out:
youtube.com/watch?v=dSY_8Ii-HcI
Troubleshooting Section / Answers
-- Can't Find "Grid 3D Unit Coord*" --
Make sure you have "Library Only" checkbox in the top right of when your searching for nodes. Sometimes that will filter out nodes you may need to use/find.
-- Unreal 5.1 Differences --
You will only see the Sample Texture show up if you have created a Sample Texture, at (4:33) I create a Sample Texture and this is what we are referencing when we attach these Sampled values to our Density instead of the default value of 1. Now with 5.1 I think it only auto shows in the search if variable types are matching so there's two things you can try.
1. Look for your Sample Texture Color Parameter from your Parameters Tab and Drag and Drop It into Density.
2. Click on the Down Arrow On The Density and select "Make Float From Linear Color". Then on the Linear Color where you see RGBA all having 1 values click on that Down arrow and Search Sample and you should find your Sample Texture.
---
Patreon:
patreon.com/renderBucket
Discord:
discord.gg/BxsersBPQc
Tags:
Unreal Volumes, Volume Textures, Volumetric, Volume Shading, Niagara Fluids Volumes, Niagara Fluids Tutorial, Heterogenous Volumes, Game Development, Unreal Engine Tutorial, Unreal 5.2 New Features, 3D Textures, Custom Clouds

![Unreal Engine 5 Tutorial - Instance Importer - Reading Files With Blueprints [3/4]
In this multi-part video we take a look at how to load our exported files from Blender & Maya into Unreal by writing a File Loader/Parser with Blueprints.
*Small correction from the video, make sure if your exporting from Maya you also plug the SZ into Scale Y and the SY into Scale Z. I didnt do that in this video here and it technically would result in incorrect scaling.
*If you are exporting from Blender, you do not need to swap any of the Z/Y values because in Blender Z axis is also facing up like in Unreal.
Patreon:
https://patreon.com/renderBucket
Discord:
https://discord.gg/BxsersBPQc Unreal Engine 5 Tutorial - Instance Importer - Reading Files With Blueprints [3/4]](https://i.ytimg.com/vi/IaqyCV5Ho9g/mqdefault.jpg)








