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    Originally posted by Number47 View Post
    Thanks for looking into this, it is essential for me to be able to add a flex particle emitter with surface to a blueprint. I have made a video of the second issue so you can see what I mean: https://www.youtube.com/watch?v=GY98p14Ycu0.
    That looks like a bounds issue to me, try increasing the particle system bounds (if you havent already). Since I have some fairly big flex fluid emitters and I dont get any flickering
    NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
    Feel free to Donate if you wish to support me

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      4.8 Coming!!!
      https://twitter.com/UnrealEngine/sta...49641601720320
      Pursuit of Realistic Cinematic scene.

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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 too
          Last edited by Nudlegaru; 06-10-2015, 05:35 PM.

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            Does anyone know how to properly scale waveworks to massive sizes (16km16km) I'm having issues with it.
            Last edited by .modded; 06-10-2015, 08:18 PM.

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              How to merge all branch NvPhysX (HBAO+, VXGI, Hairwork, Flex,....) up to date with 4.8 release

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                Originally posted by SomParRaa View Post
                How to merge all branch NvPhysX (HBAO+, VXGI, Hairwork, Flex,....) up to date with 4.8 release
                Im 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.
                NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                Feel free to Donate if you wish to support me

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                  Originally posted by GalaxyMan2015 View Post
                  Im 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.
                  Nice, 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 ?

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                    Originally posted by S_Alam View Post
                    Nice, 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 ?
                    Open up Doco\FleX in the merged branch and there's documentation already in there by Nvidia on how to use FleX.

                    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 Post
                      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.
                      RyanB 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 ^^

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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 them
                        NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                        Feel free to Donate if you wish to support me

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                          Originally posted by GalaxyMan2015 View Post
                          When I do the Merged branch port to 4.8 it will also include the POM functions, just because I am using them
                          ...can I hug you?
                          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 Post
                            RyanB 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 ^^
                            Well 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.

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                              Originally posted by Daniel.Wenograd View Post
                              Well 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.
                              The shadow appearing after certain depths is because, when using pixel depth, it still uses the original object during the shadow pass (No parallax), so the object is actually receiving shadows from itself. With the self shadowing, you need to feed it a light vector from blueprints, then I just multiplied the shadow output with the basecolor to get shadows to appear, this may not be correct and I did notice some distortion.
                              NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                              Feel free to Donate if you wish to support me

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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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