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  • replied
    Originally posted by Devostated View Post
    Hey,
    i'd like to request a 4.21 VXGI 1 version. Alot of people still use a 4.17 branch for using VXGI 1.
    Here are some screenshots for comparison made by Fuze.

    VXGI1: https://imgur.com/a/3fp8gGx
    VXGI2: https://imgur.com/a/z0JsCRO
    can you look into this?

    https://github.com/NvPhysX/UnrealEngine/issues/591

    Leave a comment:


  • replied
    Originally posted by FatmirVaraku View Post
    Hi Olento can you help me with this,please.
    No idea on that or how you got into that situation.

    Originally posted by Kayzield909 View Post
    Flex works but doesn't support VR stereo rendering so holding off on it for now (wanna save my fps).
    Afaik, FleX might work in VR if you don't use instanced stereo, haven't tested this myself though.


    Leave a comment:


  • replied
    Kayzield909 In the regular ue4, complex collision isn't supported as a physx actor. So it might be related to that. Try importing a custom collision with the model part instead.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    4.19 Flex from NvPhysX is broken for packaging, I did a PR for this ages ago but nobody from Nvidia merged it:
    https://github.com/NvPhysX/UnrealEngine/pull/523 (PR from 2018 summer)

    My PR branch here: https://github.com/0lento/UnrealEngi...PR-FleX-4.19.2

    to fix the standalone packaging, you at least need to include fixes in this commit: https://github.com/NvPhysX/UnrealEng...cfefd93ee3f41c
    Why they even have 4.19 build if it is broken. They even know it is broken and never cared to warn people or remove it. This is so careless.

    Leave a comment:


  • replied
    Hi all, I've been tweaking Nvidia Flow and I can't seem to get my emitter particles to collide with a complex shape (only colliding with simple). Problem is I want the smoke to flow through a funnel (practice) and jet engine (real application). Any tips? Flex works but doesn't support VR stereo rendering so holding off on it for now (wanna save my fps). Any tips?

    Leave a comment:


  • replied
    Should create a 0lento thread at this point

    Leave a comment:


  • replied
    Hi Olento can you help me with this,please.
    Click image for larger version

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  • replied
    Originally posted by The_Reaper77_ View Post
    Can't package a game on 4.19 flex build.
    4.19 Flex from NvPhysX is broken for packaging, I did a PR for this ages ago but nobody from Nvidia merged it:
    https://github.com/NvPhysX/UnrealEngine/pull/523 (PR from 2018 summer)

    My PR branch here: https://github.com/0lento/UnrealEngi...PR-FleX-4.19.2

    to fix the standalone packaging, you at least need to include fixes in this commit: https://github.com/NvPhysX/UnrealEng...cfefd93ee3f41c

    Leave a comment:


  • replied
    Can't package a game on 4.19 flex build.

    UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: D:\ue\UnrealEngine\Engine\Plugins\GameWorks\Flex\Binaries\Win64\Game-Flex-Win64-Shipping.lib
    PackagingResults: Error: UBT ERROR: Failed to produce item: D:\ue\UnrealEngine\Engine\Plugins\GameWorks\Flex\Binaries\Win64\Game-Flex-Win64-Shipping.lib
    UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): D:\ue\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe Game Win64 Shipping -Project="X:\2 4.19\Game.uproject" "X:\2 4.19\Game.uproject" -NoUBTMakefiles -remoteini="X:\2 4.19" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'Unreal
    PackagingResults: Error: Command failed (Result:5): D:\ue\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe Game Win64 Shipping -Project="X:\2 4.19\Game.uproject" "X:\2 4.19\Game.uproject" -NoUBTMakefiles -remoteini="X:\2 4.19" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2019.02.03-23
    PackagingResults: Error: Unknown Error
    Please help

    Leave a comment:


  • replied
    Originally posted by Swdan View Post

    ye. shore capture in sample project is broken.
    upd: get shoreline mat onto your landscape then capture. then reapply your mat
    anyone saw any documentation on waveworks usage?
    hey swadan, thanks for this! never could figure out we had to put their shoreline mat, capture it and back our original material
    actually I did what you said and works, I could finally capture my own shoreline, but there is always a but...

    looks like waveworks cannot understand the shoreline capture from static meshes, my beach is a SM and not a landscape

    And shoreline shape looks like it MUST be a island (I mean, all sides must be connected to a island format, the shape of island could be anything we want, but this have to be like this), I captured my beach static mesh, this is a huge rectangle and the shoreline couldn't understand correctly, this needed to capture only the part on texture border of the beach and not the full rectangle, that's kind bizarre having full retangular foam, lol.

    I did another test, I have a small island static mesh and the shoreline captures it, but... yeah, the foam comes from inside the island to outside, must be the opposite. And waveworks cannot understand the foam around island corners is different from the foam from the beach, it just use the same foam for making this shoreline.

    I wish nvidia did something with more control, like we can paint the shoreline on our static meshes and landscapes, by using a spline or something like this
    and be able to use ocean foam as a material, so we can just drag and drop this foam like a deferred decal or blueprint in order to do a scene composition

    currently it is very limited (and I have absolutely no idea how to make usage of their foam for do that, since i'm not dev)

    Leave a comment:


  • replied
    Originally posted by Devostated View Post
    Hey,
    i'd like to request a 4.21 VXGI 1 version. Alot of people still use a 4.17 branch for using VXGI 1.
    Here are some screenshots for comparison made by Fuze.

    VXGI1: https://imgur.com/a/3fp8gGx
    VXGI2: https://imgur.com/a/z0JsCRO
    VXGI 1 is better than 2. ─░nteresting. 4,21 branch is in some problem. Another branch try please

    Leave a comment:


  • replied
    Hey,
    i'd like to request a 4.21 VXGI 1 version. Alot of people still use a 4.17 branch for using VXGI 1.
    Here are some screenshots for comparison made by Fuze.

    VXGI1: https://imgur.com/a/3fp8gGx
    VXGI2: https://imgur.com/a/z0JsCRO

    Leave a comment:


  • replied
    hey, i want an High Poly GrowthMesh for Hairworks, is that Possible?, Cuz the Export Plugins, give me everytime error about Duplicated Splines, Cuz it seems that Its Limited for LowPoly GrowthMeshes, but on some cases its not enough, can anyone help me with that?

    Thanks
    Last edited by KuroSekaie; 01-30-2019, 09:26 AM.

    Leave a comment:


  • replied
    Originally posted by Bigodon View Post
    Hi, I'm working on a archviz scene for my portifolio and I really need help
    i'm doing a beach scenery restaurant and using waveworks 4.19, but i'm facing a real hard time to capture the shore beach sand and make waves working... what exactly I need to do to make the waves on shore working like the demo gdc scene that comes with this custom build editor? I selected the "WaveWorksShorelineCapture" and tried all three options available: render scene primitives and selecting the static mesh of beach sand, legacy or visible only, nothing works

    I didn't find any useful docs or youtube videos that can helping me out on this one, then I gave up and getting in touch here
    ye. shore capture in sample project is broken.
    upd: get shoreline mat onto your landscape then capture. then reapply your mat
    anyone saw any documentation on waveworks usage?
    Last edited by Swdan; 01-28-2019, 08:25 PM.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Same deal, although VL at least does compile but it has a rendering issue. I doubt the fix for this would be big even if one examined the 4.21 renderer changes, would probably be really simple fix for the nvidia itself as they know what they are doing there.
    we will see raytracing and gameworks branch on the future ????

    Leave a comment:

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