There was an ep of CBB with David Wain ' s young son in the room , and also his dad lol <| sep |> Yeah ion is basically useless against pilots . <| sep |> The problem is that real posts are indistinguishable from satire already . <| sep |> Thank you ! I ' ve had one of these for about a month now , and while I don ' t particularly like the web interface for drive monitoring , you can ' t complain about the space per dollar . Will definitely try to pick a second one up when this goes live . <| sep |> Not the person you replied to , but I do have some volumetric effects I ' ve been working on that have hit a roadblock . I ' d appreciate your take on them . I ' m working on a 3 rd person exploration game in a desert , and I want to have a volume sandstorm effect , similar to what is seen hereWKYxZd 19 ev 8 I ' ve already got a post process effect that samples from a 3 d noise texture and raymarches within a cylindrical volume in order to simulate a sandstorm within it , but it doesn ' t look good enough due to it being a screen space effect as all post process effects are in Unreal , as far as I know . I was wondering how one might actually do something like the effect seen in the video . It looks huge and complicated , possibly from a fluid simulation in Houdini or FumeFX , and I have tried and gotten some moderate success in making a fluid sim in Houdini , but bringing it to Unreal as a SubUV Flipbook or something has failed thus far . Any idea what I could do ? Particle systems wont work due to the large size they would need to cover and overdraw would kill the FPS at that scale . Kind of outta ideas at this point .