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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 - • Unreal Engine 5.2 - Displacement & Nanite ... Intro To Substrate Shading - • Unreal Engine 5+ Intro To Substrate Materi... If your interested in creating Volumes in HLSL with Raymarching check out: • UE5 Tutorial - HLSL - Introduction To Raym... 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: / renderbucket Discord: / discord 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