Originally posted by Number47
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Originally posted by Thumbserelly View PostHi
I've noticed that when you turn up the max particles inside one of the containers and run it that it goes slow (expected probably), but then turning back down the maximum doesn't fix the problem till you close the editor and re-open it. Is this a bug?
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Originally posted by GalaxyMan2015 View PostYeah it definately looks like tessellation is broken, I don't test very often with it on, so didn't notice until now. I dont think VXGI is to blame, Its going to take me a bit to figure out where the fault is.
EDIT: Okay fixed, as i had suspected, it was the FleX fluid vertex factory causing the issue, put in a clause to only cache if tessellation is not enabled. So I wouldn't try creating a flex fluid shader with tessellation turned on, will probably crash. Not that tessellation is support on the flex fluid surface
Hi
What line did you fix in the engine to get this working?
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Originally posted by Thumbserelly View PostHi
What line did you fix in the engine to get this working?
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Originally posted by Simon.Schirm View PostIndeed this looks like a bounds issue. The FlexFluidSurface component gets the bounds from the connected emitter instances. I haven't been able to reproduce the issue. If you haven't already, could you try to turn off the surface rendering, and re-enable the particle rendering to see whether it happens in the exact same setup otherwise?
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Originally posted by Number47 View PostI believe that the problem lies with the flex fluid surface since rendering flex particles (balls) works fine. I have noticed that when I was testing the fluid surface I was at +35286 on Z-axis in my level, and when I moved the flex fluid surface emitter to 0 on Z-axis there where no stuttering at all.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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I've been experimenting with VXGI in BrickGame, and it's awesome! I have a few questions/issues though:
I have a yellowish light brick that's emissive. If I set the material to have omni directional emissive, it gets a bit brighter (not surprising), but also more saturated. Looking at the voxel emissive values in r.VXGI.DebugMode=2, the emissive color looks simply white with the omni directional emissive disabled. I can't see how that flag should affect the color, so I suspect it's a bug.
I can't increase the VXGI map size to 256 (as the PDF says I should be able to) without the VXGI library throwing an error about the texture having too many mip levels. Maybe performance wouldn't even be acceptable with a larger texture, but I'm making a painful sacrifice on nearby voxel resolution to have GI at larger distances, so I'd like to try it at least...
I couldn't find what license the integration+library is distributed under. I'd love to be able to post a binary build of BrickGame+VXGI, but AFAICT I'd have to get a license from NVIDIA first. Is that correct?
I think the VXGI support for ambient lighting could be much better with some small changes. The VXGI diffuse ambient looks like it only supports 6 directional colors, and the UE4 integration only exposes one color. It also is set up to mimic faked ambient occlusion, where the occlusion of the ambient term decreases with distance. That's a useful capability, but I'd like the option to just use the final cone occlusion to attenuate the ambient lighting. The VXGI specular ambient can use a cubemap, but it can't tint it, which I need for time of day transitions in BrickGame. It would be great if you could just give it a single cubemap+tint, and it would use it for both diffuse and specular.
Finally, I have a large radius for my sun's cascaded shadow map, and it is always rotating. VXGI seems to be using the last cascade to light the voxels, but not blurring it enough to hide the aliasing. Blurring would help, but a better tradeoff might be to get rid of the cascaded shadow map and just use cone tracing for the direct shadowing. There probably isn't enough resolution for photoreal stuff, but I think it might work well for BrickGame.
And a few screenshots..
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Originally posted by AndrewJSch View PostI've been experimenting with VXGI in BrickGame, and it's awesome! I have a few questions/issues though:
I have a yellowish light brick that's emissive. If I set the material to have omni directional emissive, it gets a bit brighter (not surprising), but also more saturated. Looking at the voxel emissive values in r.VXGI.DebugMode=2, the emissive color looks simply white with the omni directional emissive disabled. I can't see how that flag should affect the color, so I suspect it's a bug.
I can't increase the VXGI map size to 256 (as the PDF says I should be able to) without the VXGI library throwing an error about the texture having too many mip levels. Maybe performance wouldn't even be acceptable with a larger texture, but I'm making a painful sacrifice on nearby voxel resolution to have GI at larger distances, so I'd like to try it at least...
I couldn't find what license the integration+library is distributed under. I'd love to be able to post a binary build of BrickGame+VXGI, but AFAICT I'd have to get a license from NVIDIA first. Is that correct?
I think the VXGI support for ambient lighting could be much better with some small changes. The VXGI diffuse ambient looks like it only supports 6 directional colors, and the UE4 integration only exposes one color. It also is set up to mimic faked ambient occlusion, where the occlusion of the ambient term decreases with distance. That's a useful capability, but I'd like the option to just use the final cone occlusion to attenuate the ambient lighting. The VXGI specular ambient can use a cubemap, but it can't tint it, which I need for time of day transitions in BrickGame. It would be great if you could just give it a single cubemap+tint, and it would use it for both diffuse and specular.
Finally, I have a large radius for my sun's cascaded shadow map, and it is always rotating. VXGI seems to be using the last cascade to light the voxels, but not blurring it enough to hide the aliasing. Blurring would help, but a better tradeoff might be to get rid of the cascaded shadow map and just use cone tracing for the direct shadowing. There probably isn't enough resolution for photoreal stuff, but I think it might work well for BrickGame.
And a few screenshots..
Hi Andrew,
I'll bring your post to the attention of the VXGI team, I don't have an answer to your question about the map size, or the bug.
Regarding the license, you are covered by the UE4 End User License Agreement. By submitting the code into the UE4 code base on a fork owned by Epic, we are following the terms of the EULA on our side, and you are entitled to use it like any other feature in UE4. Of course, NV would _love_ to get an advance peek at your game, etc. Feel free to send me a private message if you want to discuss the business side of things in more detail.
--MikeLast edited by Mike.Skolones; 06-12-2015, 01:13 PM.
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Nevermind its casting shadows. I was expecting sharp shadows xD. By the way What is this pixelated, boxed kind of things on speculars? I have this all over my scene, if its moving object its really noticeable. What value should i increase?
and is there any chance we getting NVidia Antialiasing stuff?
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Originally posted by Gandosh View PostNevermind its casting shadows. I was expecting sharp shadows xD. By the way What is this pixelated, boxed kind of things on speculars? I have this all over my scene, if its moving object its really noticeable. What value should i increase?
and is there any chance we getting NVidia Antialiasing stuff?
[ATTACH=CONFIG]43376[/ATTACH]
I'll see what I can find out about a schedule for TXAA integration. We have a new version, TXAA-3, coming out soon.
--MikeLast edited by Mike.Skolones; 06-12-2015, 02:50 PM.
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Originally posted by AndrewJSch View PostI've been experimenting with VXGI in BrickGame, and it's awesome! I have a few questions/issues though:
I have a yellowish light brick that's emissive. If I set the material to have omni directional emissive, it gets a bit brighter (not surprising), but also more saturated. Looking at the voxel emissive values in r.VXGI.DebugMode=2, the emissive color looks simply white with the omni directional emissive disabled. I can't see how that flag should affect the color, so I suspect it's a bug.
I can't increase the VXGI map size to 256 (as the PDF says I should be able to) without the VXGI library throwing an error about the texture having too many mip levels. Maybe performance wouldn't even be acceptable with a larger texture, but I'm making a painful sacrifice on nearby voxel resolution to have GI at larger distances, so I'd like to try it at least...
I couldn't find what license the integration+library is distributed under. I'd love to be able to post a binary build of BrickGame+VXGI, but AFAICT I'd have to get a license from NVIDIA first. Is that correct?
I think the VXGI support for ambient lighting could be much better with some small changes. The VXGI diffuse ambient looks like it only supports 6 directional colors, and the UE4 integration only exposes one color. It also is set up to mimic faked ambient occlusion, where the occlusion of the ambient term decreases with distance. That's a useful capability, but I'd like the option to just use the final cone occlusion to attenuate the ambient lighting. The VXGI specular ambient can use a cubemap, but it can't tint it, which I need for time of day transitions in BrickGame. It would be great if you could just give it a single cubemap+tint, and it would use it for both diffuse and specular.
Finally, I have a large radius for my sun's cascaded shadow map, and it is always rotating. VXGI seems to be using the last cascade to light the voxels, but not blurring it enough to hide the aliasing. Blurring would help, but a better tradeoff might be to get rid of the cascaded shadow map and just use cone tracing for the direct shadowing. There probably isn't enough resolution for photoreal stuff, but I think it might work well for BrickGame.
And a few screenshots..
The error with map size = 256 is a bug in the config validation code; it's already fixed in the development version, and the fixed DLL should be out with the next release. Performance with such a large map is really poor though.
We certainly can add a tint for the cubemap, and cubemap support for diffuse ambient lighting. I'm not so sure that the ambient term multiplied by final opacity will look well, though, but it's
easy enough to try.
We also had the idea of using cone tracing instead of shadow maps, and there was an experimental version like that. It was much slower than shadow maps, and the quality was much worse. So I guess we'll need to improve cascaded shadow map sampling during voxelization.
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