Skip to main content

Disturbance

Disturbance lets gameplay cut tunnels through a volume and push its smoke. It works in levels, Play In Editor, Movie Render Queue and packaged games, but not in the viewer.

A small 3D field is allocated on the first hit and simulated for a few seconds after the last one. At the default resolution it uses about 6 MB of video memory per disturbed volume, and nothing when idle.

The material's Disturbance (bullets and swings) switch is on by default. Materials made before this feature need UPDATE MATERIAL.

Trying it​

Place a VDB Studio Disturbance Tester and aim its arrow at a volume. In the Details panel, press Fire Bullet, Fire Projectile or Swing. It also fires automatically during play, every Auto Fire Interval (0.1 s by default): set that to 0 to stop.

Bullets from a Disturbance Tester passing through a volume, during Simulate

The debug tracer lines show each shot. Turn on Draw Tracer on the tester to see them.

For Sequencer, key Bullet Trigger or Projectile Trigger with stepped keys 0, 1, 2: each change fires once. Key Swing Progress from 0 to 1 for a swing that follows your timing.

Blueprint​

Heterogeneous Volumes have no collision, so a line trace never hits one. Call these nodes beside your trace. Each returns how many volumes it hit.

NodeUse
Fire Bullet Through VolumesOne shot along a line.
Disturb Volumes Along LineA cut with full control of velocity. Call per tick along a blade for an animated sword.
Disturb Volumes Along ProjectileFrom a projectile's Tick, with its previous and current location.
Fire Projectile Arc Through VolumesA whole ballistic flight at once.
Swing Through VolumesA whole swing at once.

Exact parameters are in the Blueprint reference.

Tuning​

The effect depends on the volume's size and motion, so expect to adjust it per volume. Start with Push Scale: the explosion in the clip above uses 100, against the default of 1.

The Disturbance section of the Details panel

#SettingDefaultDescription
2Disturbance Resolution64Field voxels along the longest side. A hole needs about 3 across to look round.
3Refill Seconds1.5Time for a tunnel to close.
4Velocity Damping2.5How fast the push dies out.
5Displacement Relax0.35How fast pushed smoke returns.
6Push Scale1Multiplies every hit's velocity.
7Max Displacement0.08Largest displacement, as a fraction of the volume.
8Disturbance Smoothing0.35Softens streaky edges.
9Stretch Limit0.6Limits stretching at disturbance edges. 0 is no limit.

Each cut also has Raggedness, which varies the radius with noise, and Edge Softness, the outer part of the radius that fades.

tip

A hole in dark smoke against a dark sky is invisible. Test against something lit.