Is there an ETA for buy buoyancy for Waveworks? (Boat, or something similiar)
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Coming from a film/vfx background... What would be awesome is if waveworks was able to switch to doing a flex fluid sim around the player, using the waveworks surface as a base to advect the flex particles - to keep the shape of the wave. And then blend that flex fluid back in in with the waveworks surface a certain distance away. Then you could have this massive ocean interacting with the player and your boat could be a rigid body body flex object that would already have a buoyancy optionconsider that a feature request :P
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Hello, guys.
I've just gotten a 980Ti myself and opened a VXGI project I have here to see the performance improvement. Check it out:
GTX 780 (~9fps)
GTX 980Ti (~30fps)
Both tests with multibounces on, and the following setup:
In general, for non-VXGI stuff, the 980Ti gives me about 175% of the 780 performance.
With VXGI stuff, it's 300% in this case.
More info and images here: https://forums.unrealengine.com/show...on)-VXGI-tests
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Is tearable cloth working in the latest nvidia flex branch? I really need this for an upcoming project.
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Hey guys I haven't posted in a while and haven't been staying up with the thread too much so I'm not sure if this has been issue has been noticed. In 4.8 there is an option for surface per-pixel rendering on translucent materials, which requires forward lighting to be enabled. Forward lighting crashes VXGI instantly. The new shading model looks fantastic and I would love to use it, but VXGI is not currently compatible it seems. Disabling VXGI voxelation on the material does not help.
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Its so difficult to find things back in this thread.
https://forums.unrealengine.com/show...l=1#post317027
You need to change ScreenSpaceReflections.cpp, ReflectionEnvironmentShaders.usf, recompile and you have VXGI spec tracing and SSR combined.
In ScreenSpaceReflections.cppCode:bool DoScreenSpaceReflections(const FViewInfo& View)
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Originally posted by vimaxus View PostI wonder what type of candy we'll find in the new VXGI-dev official branch from Nvidia... downloading now...
Release notes, which you can also find in Readme.md:
UE 4.8.2 + VXGI 0.9 CL 19731094
- Upgrade to UE 4.8.2
- HBAO+ integrated, disabled by default.
- Voxelization parameters, such as map size or emittance storage format, are now controlled with cvars and can be modified at run time. Note that changing these parameters means that VXGI will re-create all its textures, so it shouldn't be done frequently. The new cvars are:
- r.VXGI.MapSize
- r.VXGI.StackLevels
- r.VXGI.Opacity6D
- r.VXGI.Emittance6D
- r.VXGI.NvidiaExtensionsEnable
- r.VXGI.StoreEmittanceInHdrFormat
- r.VXGI.EmittanceStorageScale
- r.VXGI.EmittanceInterpolationEnable
- r.VXGI.HighQualityEmittanceDownsamplingEnable
- Added support for diffuse environment map lighting, and tints for diffuse and specular environment maps.
- Exposed more specular tracing filters, including temporal filter, in Post-process Volume parameters.
- Fixed a bug that made the banding artifacts in specular tracing results worse.
- Added an observation mechanism to control that indirect irradiance doesn't blow up, enabled by r.VXGI.MultiBounceNormalizationEnable (on by default). When it detects a blow-up, it reduces the internally used value of irradiance scale until the user changes this setting.
- Made the engine render shadow maps when a light is using distance field shadow and also casts VXGI indirect lighting.
- Improved performance of the ambient occlusion mode.
- Added VXGI world-space and screen-space processing times to "stat unit" output (labeled as VXGI WS and VXGI SS, respectively).
- Fixed the issue with VXGI specular disappearing when a reflection probe is added to the scene.
- VXGI specular can now be combined with SSR, controlled by cvar r.VXGI.CombineSpecularWithSSR.
- VXGI specular is now combined with sky light reflections.
- Sky lights now affect VXGI voxelization when multi-bounce GI is enabled.
- Added support for adaptive sampling of materials during voxelization, which is useful to make voxelization results of meshes with high-frequency masked emissive components stable.
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Hello, I'm testing out vxgi in a test scene. When the directional light casts light on the ground and tables, I'm getting a decent amount of GI in the scene, but when it lands on the far right wall, the GI contribution is hardly noticeable...
Is there a max distance somewhere that I can increase the GI trace distance?
Also, How can I check to make sure I'm using multi-bounce GI? I've followed the instructions from Mike's earlier post but I'm not seeing any difference.
I'm using GalaxyMan's latest build.
Thanks !
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Originally posted by richst42 View PostHello, I'm testing out vxgi in a test scene. When the directional light casts light on the ground and tables, I'm getting a decent amount of GI in the scene, but when it lands on the far right wall, the GI contribution is hardly noticeable...
Is there a max distance somewhere that I can increase the GI trace distance?
Also, How can I check to make sure I'm using multi-bounce GI? I've followed the instructions from Mike's earlier post but I'm not seeing any difference.
I'm using GalaxyMan's latest build.
Thanks !
One thing that comes to mind is that you may have set the "Use with VXGI voxelization" parameter unchecked on your wall material.
Multi-bounce GI is enabled from BaseEngine.ini and by r.VXGI.MultiBounceEnable in that older version. You may also need to set bVxgiStoreEmittanceInHdrFormat=true in BaseEngine.ini because the multibounce contribution is usually quite small, and it can be rounded to 0 unless HDR textures are used to store emittance voxels. In the new version (currently in VXGI-dev branch), everything is controlled by console variables.
EDIT: one more guess for your issue. Is diffuse tracing configured to use only 1 cone? That would explain the absent GI in the wall case (the wall would not affect horizontal surfaces at all) and generally not-so-good look in the other case.Last edited by Alexey.Panteleev; 07-15-2015, 11:07 AM.
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Hi there,
I'm currently "playing" with the last Nvidia branch released, everything is gold
But, does anybody know if there is a way to get the reflections working again on translucent material when the vxgispecular function is missing with the ssr?
The r.VXGI.CombineSpecularWithSSR cvar even set on 1 seems to make no difference with to this kind of material
big_epic_sad_sad_face.pcx joined with this message (yeaaaah a pcx file !)
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