Hi GalaxyMan2015, do you plan to merge nvidia gameworks with the new 4.9 release ??
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@GalaxyMan2015 - If you are going to merge the gameworks into 4.9 I would recommend waiting just a tad for them to fix a couple bugs that have turned up in the current 4.9 release. There is quite a few reports of a redirect bug as well as the Set Morph Target node not applying morphs to slave/children meshes. Shouldn't take them long to throw out a hotfix for them tho.
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I need precise control over the HBAO+... Like the parameters in the build-in AO. I thought that there are some console commands or something else to archive this...Last edited by Maxwell_77; 09-04-2015, 09:43 AM.
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I can't compile vxgi branch,I get a lot of errors https://scontent-mxp1-1.xx.fbcdn.net...20&oe=55EC7F11
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Make sure that you follow the instructions i posted exactly and that you do NOT overwrite files when you run the setup.bat.
Originally posted by Blue man View PostI can't compile vxgi branch,I get a lot of errors https://scontent-mxp1-1.xx.fbcdn.net...20&oe=55EC7F11
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Originally posted by vimaxus View PostWith the current Flex branch, I can recreate the cereal blowl scene and it's awesome. I would need however the smoke simulation and the shader. Amazing stuff this unified type of interaction that Flex offers.
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I always recommend using the ZIP file. If you just see spheres flying around with no collision even in PIE then your GPU most likely doesn't support Flex. According to the Flex documentation it requires a 660 or better GPU, my 560 TI does not support it.
Originally posted by edsonsantoro View PostHow did you build it? Using git shell or zip file? I've made these two times with each options but I got no collisions to the FleX particles or container.
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Originally posted by CharlestonS View PostMake sure that you follow the instructions i posted exactly and that you do NOT overwrite files when you run the setup.bat.
Edit: I don't know if this has to do something with my problem but i found few errors in code.
http://i.imgur.com/vAo5C3G.png?1Last edited by Blue man; 09-06-2015, 05:23 PM.
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We just updated the VXGI branch on github to the latest UE 4.8.3 version of the integration, and deleted the VXGI-dev branch. This update includes a number of bug fixes that we discussed in this thread a month or two ago.
Another update with UE 4.9.0 is coming soon, and it includes new VXGI rendering backends for DX12 (it works!) and DX11 (a much cleaner solution than before), as well as performance improvements for multi-bounce/emissive material voxelization.
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Cool can't wait for the DX12 backend implementation, just upgraded to 4.9 and DX12 and am missing VXGI and HBAONVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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