I got Flow to run on 4.22 but it doesn't render anything visible. This is expected as it will require the FMeshPassProcessor change from 4.22 rendering refactor for it's custom rendering setup. It does show the simulation on the particle mode as it will use regular UE4 materials and rendering then. I've dumped the wip branch here (see the readme for further details):
https://github.com/0lento/UnrealEngi.../4.22-Flow-WIP
I won't even try porting VXGI as it's whole another level task + it will require way bigger changes on the rendering side. Flow is still doable if someone has time to figure out what is involved on the 4.22 change (actual rendering code isn't big here).
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GrayAxen repliedAfter all, on top of the whole RT thing, they are doing some overhauls to the mesh renderer in general as well. (ie the 'Mesh Drawing Pipeline Refactor' )
And yeah, it's a huge shame that Nvidia hasn't done much with the Gameworks-branches lately. (Though I suppose understandable, since it seems like their engineers are crunching at overtime on RTX, which I suspect is going to continue for the foreseeable future.)
Good luck with the testing, and as always: Thanks for the work you've been putting into updating and maintaining these branches.
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0lento replied
I'm about to start a test run to check on how these techs look for 4.22 now, will see if I manage to get any of them in easily.
Last edited by 0lento; 04-02-2019, 03:59 PM.
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GrayAxen repliedBy the way 0lento , I imagine that at this point UE 4.22's rendering backend has changed so much that there's not much of a possibility of VXGI2 ports to 4.22 and up unless Nvidia update their branch, right? Though I suppose it's pretty much invalidated by the presence of RT creeping into UE anyhow.
I guess I'll have to start messing around with RT in UE once nvidia pushes out those DXR drivers sometime now in April.
(For anyone unaware: Nvidia is pushing a GTX Raytracing driver sometime now in April, which'll enable DXR on older Gpus. ( 1060 6GB and stronger, basically. )
Which will let us use the RT features in unreal, though massively slower than on a RTX card. )
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ZoltanE repliedI can't get VXGI 2.0 (4.21 integration) to work in VR. Is there a trick to it?
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n00854180t repliedOriginally posted by Funkeys74 View Post
Hi, You need to dive into the material functions. I think it is in the AboveWaterRefraction function, there is a color parameter, dont remember the name now, but it is a red color, the darker you adjust this red, the less translucent the water becomes. I think it is just not turned public in the blueprint and not added to the construction graph.
It is also easier to deal with the blueprint, if you make an instance out of the ocean material.I looked at the material but was looking at the opacity node, I'll take a look at AboveWaterRefraction.
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Funkeys74 repliedOriginally posted by n00854180t View PostI searched but couldn't find it, does anyone know how to change the translucency of the water in Waveworks? I'm just working on the example scene but I can't seem to get it to be any more opaque than it is, and it's too translucent right now such that you can see the horizon through the waves.
It is also easier to deal with the blueprint, if you make an instance out of the ocean material.
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n00854180t repliedI searched but couldn't find it, does anyone know how to change the translucency of the water in Waveworks? I'm just working on the example scene but I can't seem to get it to be any more opaque than it is, and it's too translucent right now such that you can see the horizon through the waves.
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KamikazeXeX repliedOriginally posted by 0lento View PostThis frankly doesn't surprise me, I haven't test compiled debug build for the engine itself for ages so these things may slip through
Last edited by KamikazeXeX; 03-21-2019, 10:21 PM.
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Leo Rakes repliedWhen will Gameworks RTX be integrated into Gameworks 4.22 engine? Or will it be installed in EPIC 4.22 as a plug-in?
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DarkS474 repliedhttps://www.unrealengine.com/en-US/b...es-at-gdc-2019
Coming Soon to Unreal Engine:
Revealed onstage during the “State of Unreal,” Chaos is Unreal Engine’s new high-performance physics and destruction system coming in early access to Unreal Engine 4.23. The real-time tech demo is set within the world of Robo Recall. With Chaos, users can achieve cinematic-quality visuals in real time in scenes with massive-scale levels of destruction, with unprecedented artist control over content creation. In addition to the initial feature set, Epic will release demo content for Chaos physics and destruction within the 4.23 window.
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FatmirVaraku repliedOriginally posted by ysp2001 View Post
Hey, I have the same problem, did you get solutions?
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