Originally posted by Number47
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NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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4.8 is out
@Simon Greetings. Will we get all the Flex demo features in UE4? The sand/dirt shader + behaviour, the plastic stacking and deformation liek for the bunnies, tearbale clothes and balls with water or goo inside them that get torn and the fluid flowing from them? Thanks
Also NVidia just did this: NVIDIA DirectX 12.1 tech demo - Mech Ti: https://www.youtube.com/watch?v=SN2ayVd9-3E
- Ray Traced Shadows enabled by Conservative Raster
- high-performance volumetric Sparse Smoke enabled by Tiled Resources
- real-time, single-bounce Screen-Space Reflections computed for all surfaces
- Sparse Smoke Lighting: volumetric smoke facilitates full lighting and shadowing effects
- interactive, volumetric smoke simulation perturbed by meshed object
Tour of the demo running on GTX 980 Ti at Computex: https://youtu.be/geGCSO8RkuU?t=610
More info (in Japanese): http://www.4gamer.net/games/016/G001684/20150608075/
Is this running using UE4 or NVidia own renderer? Thanks !
Also there is a new GameWorks introduced related to this new tech demo: Hybrid Ray Traced Shadows : https://developer.nvidia.com/content...traced-shadows
I hope this will be added to UE4.Last edited by Nudlegaru; 06-10-2015, 03:57 PM.
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@Mike Last time you told me you had problems with Turf Effects since there was no grass generator for UE4 yet. well from the release Notes (and some previous twitch streams)
https://docs.unrealengine.com/latest...4_8/index.html
New: Landscape Grass Renderer :
The new grass system dynamically renders instanced grass and other ground clutter meshes on the landscape around the player.
- As the player moves through the world, new instances are added, and instances no longer in range are removed.
- Artists author grass density through the landscape material, by outputting density to a Landscape Grass Output node. This allows the grass placement to match the terrain texturing!
- Grass instances are procedurally generated by a background task according to the grass density map.
- Grass is efficiently rendered using a hierarchical instancing system that implements culling while keeping draw calls to a minimum. LOD transitions are per-pixel and fairly seamless due to Temporal AA.
- See the "Landscape Grass Tools" section below for information about how to set this up!
New: Procedural Foliage Generator (Experimental) :
There is a new experimental feature for procedurally generating huge (or tiny, or medium-sized) regions of foliage instances quickly.
- Foliage Type assets now have properties to customize how they spread and grow over the course of a simulation.
- Multiple procedural foliage types can be simulated alongside one another to generate the foundations of an entire forest!
I hope now Turf Effects now are feasible and you can add the physics to them.
New: Screen-Space Reflections for Translucent Surfaces
Translucent surfaces can now dynamically reflect other objects on the screen!
- Enable on translucent materials with the 'Screen space reflections' option
@Alexey I think now you will have no problem enabling VXGI with transluscent materials and so we can get that dragon sample.
@Simon This will help the Flex fluid shader tooLast edited by Nudlegaru; 06-10-2015, 05:35 PM.
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Originally posted by SomParRaa View PostHow to merge all branch NvPhysX (HBAO+, VXGI, Hairwork, Flex,....) up to date with 4.8 releaseNVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by GalaxyMan2015 View PostIm working on it, will probably be available after the weekend. Its not really an easy to explain task, as you may need to make certain changes or judgement calls based on differences from previous engine versions.
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Originally posted by S_Alam View PostNice, I am looking forward to it. Also can you please do a short intro tutorial on how to use the flex physics simulation with UE4 in particular ?
On an unrelated note, bit of a shame that the POM material being worked on over at https://forums.unrealengine.com/show...material/page5 won't be in the engine until 4.9 (already in the master branch). Might be a while til 4.9 happens, and it's a pretty awesome material function. Gotta love the endless waiting game.
Edit: I have no idea how to work it properly yet, but if you grab the master branch and download the files, the material function -does- download in "Engine\Content\Functions\Engine_MaterialFunctions01\Texturing". Putting it in another build of the engine seems to work, even if I haven't gotten it to display properly in my brief 5 minute tests.Last edited by Zero-Night; 06-11-2015, 06:42 AM.
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Originally posted by Daniel.Wenograd View PostOn an unrelated note, bit of a shame that the POM material being worked on over at https://forums.unrealengine.com/show...material/page5 won't be in the engine until 4.9 (already in the master branch). Might be a while til 4.9 happens, and it's a pretty awesome material function. Gotta love the endless waiting game.
Edit: I have no idea how to work it properly yet, but if you grab the master branch and download the files, the material function -does- download in "Engine\Content\Functions\Engine_MaterialFunctions01\Texturing". Putting it in another build of the engine seems to work, even if I haven't gotten it to display properly in my brief 5 minute tests.
Also, thanks for mentioning where the function is saved, saves a bit of time ^^
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When I do the Merged branch port to 4.8 it will also include the POM functions, just because I am using themNVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by GalaxyMan2015 View PostWhen I do the Merged branch port to 4.8 it will also include the POM functions, just because I am using them
In all seriousness, this is a great thing to hear, since I was planning to use POM in quite a decent amount of cases. BumpOffset is not good enough and tessellation is too expensive.Last edited by Netrve; 06-11-2015, 07:21 AM.
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Originally posted by Dakraid View PostRyanB said that it works for 4.8 already, since it was saved with an older build. You can see his response in the POM thread: https://forums.unrealengine.com/show...l=1#post308052
Also, thanks for mentioning where the function is saved, saves a bit of time ^^
Works pretty well, but I noticed that a high amount of depth seems to put the material in shadow for some reason, whether that be the height ratio or simply the result of a large object it's applied to. Not using the pixel depth offset feature seems to resolve this problem.
I haven't quite been able to figure out how to get the self shadowing to work, assuming it even can work on a normal mesh instead of just a decal.
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Originally posted by Daniel.Wenograd View PostWell that wasn't too hard to get working: https://dl.dropboxusercontent.com/u/7662877/POM.png
Works pretty well, but I noticed that a high amount of depth seems to put the material in shadow for some reason, whether that be the height ratio or simply the result of a large object it's applied to. Not using the pixel depth offset feature seems to resolve this problem.
I haven't quite been able to figure out how to get the self shadowing to work, assuming it even can work on a normal mesh instead of just a decal.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Ah, I was wondering how to get the light vector correctly. I was just typing it in manually into the material, which -does- work, it's just obviously not the ideal solution. Didn't consider that I would need to use Blueprints for it.
Shadow casting does make it a lot more expensive, thankfully for the most part a normal map handles it pretty well.
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