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Why does this RayMarcher doesn't work with 3D Textures?

Hi, so I try to use the RayMarcher, which is shown in here.

I use the basic code from the first sample (opacity only). The only difference is, that I don't use a 2D Flipbook, but a real Volume Texture which is available sind 4.20 (You can create it from a flipbook, but I also implemented a Factory which imports my raw 3D data, both methods show this bug). When using his flipbook approach, everything is fine. But when I use the Volume Texture I get weird artifacts.

Here is the custom Material Node Code which I use to compute the Emissive Color:

 float accumdist = 0;
 float3 localCamVec = normalize(mul(Parameters.CameraVector, Primitive.WorldToLocal));
 float StepSize = 1 / MaxSteps;
 
 for(int i = 0; i < MaxSteps; i++)
 {
 float3 satPos = saturate(CurPos);
 
 float curSample = Tex.SampleLevel(TexSampler, satPos, 0).r;
 
 accumdist += curSample * StepSize;
 CurPos += -localCamVec * StepSize;
 }
 
 return accumdist;

CurPos is BoundingBoxBased_0-1_UVW.

The following artifact is visible: alt text

You can see the stripes which are emitting from the ball. Another one from the side:

alt text

I used Opaque instead of Additive blending so you can see it better. It also goes in the depth.

I have no idea what is wrong since it works with the flipbook. I think maybe it is a bug with Sampling of the new Volume Textures? This also occurs with different Volume Textures.

Product Version: UE 4.20
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asked Sep 21 '18 at 05:27 PM in Rendering

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birdfreeyahoo
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Most likely you are hitting volume limits and as your texture coordinates are saturated, when you are hitting a plane of the bounding box, your raymarch continues with 2 coordinates out of 3 incrementing, resulting in said artifacts. Either pre-calculate exit point and adjust step number accordingly or check if you are still inside the volume at every step.

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answered Sep 25 '18 at 09:55 PM

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Deathrey
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avatar image birdfreeyahoo Sep 30 '18 at 05:34 AM

Thanks, your answer brought me on the right track. I thought this can't be the problem because I also used his code where he precalculates the Step count. But the article didn't show that the StepSize has to be precalculated too, otherwise a modified step count doesn't do anything, because the ray marcher code will always fit the step size to a ray length of 1. The flipbook approach also showed artifacts with other volumes that are more box-like. Those start to repeat when the ray goes beneath the volume.

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