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    Originally posted by oscarbg View Post
    @aleexy
    Yesterday Nvidia announced support for Gameworks tech in UE mainly multires shading and VR SLI in addition to what is currently supported..
    will it be in main branch or in gameworks NV github UE branch having flex,vxgi?
    I'll find out.


    For those of you interested in UE 4.10, there is a VXGI-4.10 branch on NvPhysX github now. The only difference between it and VXGI-4.9 is the base UE version; the integration itself is the same. I'll probably keep updating both branches for a while.

    Comment


      Originally posted by DanMaksim View Post
      So much amazing stuff in this thread! =D Thanks GalaxyMan.

      Has anyone else had any luck displaying flex fluid particles in VR? They only look correct in the left eye view for me.
      This is a similar issue with some other particle effects, I imagine it may be because these effects are being rendered in a different pass/technique

      Comment


        Maybe I'm missing something, but how would you get more than one Gameworks feature in your project? On Github there's a fork for each one, WaveWorks, VXGI, etc. To get both WaveWorks and VXGI in my project what would I need to do?

        Thanks!

        Comment


          Originally posted by Dogsofknowledge View Post
          Maybe I'm missing something, but how would you get more than one Gameworks feature in your project? On Github there's a fork for each one, WaveWorks, VXGI, etc. To get both WaveWorks and VXGI in my project what would I need to do?

          Thanks!
          You can merge the required branches, or you can use GalaxyMan's version that has all Gameworks tech combined (the repo link is in his signature).

          Comment


            Oh ok, thanks so much!

            Comment


              Originally posted by GalaxyMan2015 View Post
              Latest changes have been committed. Includes

              - Flex Component particle mode, allows unlimited - capped at container size - particles, and saving of particle positions in simulation, and custom defining of particle positions using blueprints
              - Flex Component Fluid rendering - Now not confined to cascade (Which is still good for flowing fluid)
              - Diffuse particles
              - Permanent deformation of soft bodies
              - Editor integrations, you can see the particle positions in editor (including saved simulation ones)

              An example of the editor options for the new Flex Component:
              [shot]http://i.imgur.com/oJ2ZL0p.jpg[/shot]

              Fluid test:


              Since this is all Work in Progress stuff, expect problems, and not optimized performance.
              Thank you very much for all the hard work you are putting into this. I have you latest 4.9.2 branch installed, but when I click "Particle Mode" in the Flex Component the editor crashes immedeatly. I am on Win 10, GTX 660 with latest drivers, and I have the substance plugin installed as well, otherwise it is just compiled from source nothing special.

              Comment


                Originally posted by Number47 View Post
                Thank you very much for all the hard work you are putting into this. I have you latest 4.9.2 branch installed, but when I click "Particle Mode" in the Flex Component the editor crashes immedeatly. I am on Win 10, GTX 660 with latest drivers, and I have the substance plugin installed as well, otherwise it is just compiled from source nothing special.
                What does the crash say? Like where is the issue?
                NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                Feel free to Donate if you wish to support me

                Comment


                  Hello.. i''m having trouble getting my skeletal meshes to collide with flex particles. My character has physics asset and i tried all the settings in container collision and collision presets in skeletal mesh details. Would someone happen to know what is it that im missing?
                  Marketplace Assets : HERE
                  (End of the world, Dark forest, Forest floor, Shady forest, Landfill,
                  Dolls,Swamp, Slaughterhouse, Cold forest,Casino props)

                  Comment


                    Hi, I'm new here.
                    I've just downloaded the nvidia flex - ue4 branch from github, compiled and launched with visual studio 2013 but the physics doesn't work, all demo scenes are static, I don't know how to do now.

                    Comment


                      Originally posted by GalaxyMan2015 View Post
                      What does the crash say? Like where is the issue?

                      This is what i got ticking the particle mode:

                      Access violation - code c0000005 (first/second chance not available)

                      ""

                      UE4Editor_Engine!FFlexContainerInstance::FFlexContainerInstance() [m:\ue492\engine\source\runtime\engine\private\physicsengine\flexcontainerinstance.cpp:544]
                      UE4Editor_Engine!FPhysScene::GetFlexContainer() [m:\ue492\engine\source\runtime\engine\private\physicsengine\physscene.cpp:1371]
                      UE4Editor_Engine!UFlexComponent::OnRegister() [m:\ue492\engine\source\runtime\engine\private\physicsengine\flexcomponent.cpp:80]
                      UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [m:\ue492\engine\source\runtime\engine\private\components\actorcomponent.cpp:1046]
                      UE4Editor_Engine!FComponentReregisterContextBase::ReRegister() [m:\ue492\engine\source\runtime\engine\public\componentreregistercontext.h:67]
                      UE4Editor_Engine!UActorComponent::ConsolidatedPostEditChange() [m:\ue492\engine\source\runtime\engine\private\components\actorcomponent.cpp:554]
                      UE4Editor_Engine!UPrimitiveComponent::PostEditChangeProperty() [m:\ue492\engine\source\runtime\engine\private\components\primitivecomponent.cpp:629]
                      UE4Editor_Engine!UFlexComponent::PostEditChangeProperty() [m:\ue492\engine\source\runtime\engine\private\physicsengine\flexcomponent.cpp:1109]
                      UE4Editor_CoreUObject!UObject::PostEditChangeChainProperty() [m:\ue492\engine\source\runtime\coreuobject\private\uobject\obj.cpp:374]
                      UE4Editor_Engine!UActorComponent::PostEditChangeChainProperty() [m:\ue492\engine\source\runtime\engine\private\components\actorcomponent.cpp:595]
                      UE4Editor_Engine!UPrimitiveComponent::PostEditChangeChainProperty() [m:\ue492\engine\source\runtime\engine\private\components\primitivecomponent.cpp:726]
                      UE4Editor_PropertyEditor!FPropertyNode::NotifyPostChange() [m:\ue492\engine\source\editor\propertyeditor\private\propertynode.cpp:1979]
                      UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [m:\ue492\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:446]
                      UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [m:\ue492\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:297]
                      UE4Editor_PropertyEditor!FPropertyHandleBool::SetValue() [m:\ue492\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:2368]
                      UE4Editor_PropertyEditor!SPropertyEditorBool::OnCheckStateChanged() [m:\ue492\engine\source\editor\propertyeditor\private\userinterface\propertyeditor\spropertyeditorbool.cpp:82]
                      UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorBool,0,TTypeWrapper<void> __cdecl(enum ECheckBoxState)>::Execute() [m:\ue492\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
                      UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorBool,0,void __cdecl(enum ECheckBoxState)>::ExecuteIfSafe() [m:\ue492\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
                      UE4Editor_Slate!SCheckBox::OnMouseButtonUp() [m:\ue492\engine\source\runtime\slate\private\widgets\input\scheckbox.cpp:184]
                      UE4Editor_Slate!<lambda_df946b2745ea2bbab398d4acc9cc3d04>:perator()() [m:\ue492\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4273]
                      UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_df946b2745ea2bbab398d4acc9cc3d04> >() [m:\ue492\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
                      UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [m:\ue492\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4276]
                      UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [m:\ue492\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4660]
                      UE4Editor_Slate!FSlateApplication::OnMouseUp() [m:\ue492\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4638]
                      UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [m:\ue492\engine\source\runtime\core\private\windows\windowsapplication.cpp:1403]
                      UE4Editor_Core!FWindowsApplication:eferMessage() [m:\ue492\engine\source\runtime\core\private\windows\windowsapplication.cpp:1708]
                      UE4Editor_Core!FWindowsApplication::ProcessMessage() [m:\ue492\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
                      UE4Editor_Core!FWindowsApplication::AppWndProc() [m:\ue492\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
                      user32
                      user32
                      UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [m:\ue492\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
                      UE4Editor!FEngineLoop::Tick() [m:\ue492\engine\source\runtime\launch\private\launchengineloop.cpp:2398]
                      UE4Editor!GuardedMain() [m:\ue492\engine\source\runtime\launch\private\launch.cpp:142]
                      UE4Editor!GuardedMainWrapper() [m:\ue492\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
                      UE4Editor!WinMain() [m:\ue492\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
                      Marketplace Assets : HERE
                      (End of the world, Dark forest, Forest floor, Shady forest, Landfill,
                      Dolls,Swamp, Slaughterhouse, Cold forest,Casino props)

                      Comment


                        Hey guys, just sharing a bit of HairWorks I did on a project a bit earlier. Props to GalaxyMan2015 for adding the extra lighting features for hair rendering!

                        Click image for larger version

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                        Last edited by Abeysaurus; 11-15-2015, 05:14 PM.

                        Twitter | UE4 Marketplace

                        Comment


                          Created a default C++ blank project with Starter Content. I enabled diffuse VXGI and I got this crash. 4.9.1 worked fine :-(. Running GTX770 and Quad Q6600. How do I fix this?
                          Click image for larger version

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                          Comment


                            question

                            Is there a way to activate and deactivate a flex actor? meaning that the actor can be at its original static mesh shape and then trigger into to flex simulation, and reset back?

                            Thanks

                            Comment


                              Updated VXGI branches (both 4.9 and 4.10).

                              - New build of VXGI with slightly improved performance (0.91 CL 20159377).
                              - New diffuse tracing options: "Refine Sparse Tracing" to fill holes in tracing results, and "Flip Opacity Directions" that changes how occlusion works - sometimes this mode looks better.
                              - Added VxgiAnchor actor class to allow users explicitly control clip-map location - it's in the Lights category. When there is no such actor or it is disabled, the clip-map is located in front of the camera, as before. The precedence of VxgiAnchor's over each other is undefined, i.e. if multiple anchors are enabled, one of them will work, but there's no guarantee which one. They can also be controlled from Blueprint.

                              Comment


                                @Alexey.Panteleev hi
                                any news isn't from VXGI.Specular for Translucent Material ?!
                                we need real time reflect for Translucent Material ( Glass archviz )
                                Last edited by vahid1991; 11-16-2015, 03:57 PM.

                                Comment

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