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    hi, can someone help on how to compile the flex and WaveWorks...?

    Comment


      Originally posted by Mike.Skolones View Post
      I was hoping to push it to Github this week, but something has come up and VXGI will be delayed until next week. If all goes well, you'll see it by Friday the 13th. {Hmmm.}
      Not to spam... but I'm really feeling like this:


      Click the tiny bird!
      It'll take you to my stuff!

      Comment


        Originally posted by 01767456513parag View Post
        hi, can someone help on how to compile the flex and WaveWorks...?
        How I always do it:

        1. Select desired branch at GitHub and click "download ZIP."
        2. Execute setup.bat, once finished execute GenerateProjectFiles.bat
        3. Open UE4.sln with Visual Studio (2013 and up)
        4. Select Engine -> UE4 in the solution explorer, right click and select "Build"
        5. Once finished go back to the folder, launch UE4Editor.exe in Engine -> binaries -> Win64
        ArtStation - Portfolio

        Comment


          Originally posted by The_Distiller View Post
          How I always do it:

          1. Select desired branch at GitHub and click "download ZIP."
          2. Execute setup.bat, once finished execute GenerateProjectFiles.bat
          3. Open UE4.sln with Visual Studio (2013 and up)
          4. Select Engine -> UE4 in the solution explorer, right click and select "Build"
          5. Once finished go back to the folder, launch UE4Editor.exe in Engine -> binaries -> Win64
          I did the same too., But I downloaded all 3 branches and I copy pasted all theuir files in oen folder thinking I could merge all of the works (flex+waveworks+vehicles). When compiling, I got so many errors. You need to compile each branch separately. I hope Nvidia will have a branch that has all works and why not merge all their works with the default engine.
          Last edited by Nudlegaru; 02-07-2015, 09:45 AM.

          Comment


            They're going to offer a branch with all of them at some point.

            Comment


              Originally posted by PLASTICA-MAN View Post
              I dod the same too., But I downloaded all 3 branches and I copy pasted all theuir files in oen folder thinking I could merge all of the works (flex+waveworks+vehicles). When compiling, I got so many errors. You need to compile each branch separately. I hope Nvidia will have a branch that has all works and why not merge all their works with the default engine.
              You _should_ be able to merge the branches into a single branch (for example, called 'AllFeatures'). You would do:
              • git checkout release (switch to standard 4.6.1 release branch)
              • git branch AllFeatures (make a new branch from it)
              • git checkout AllFeatures (switch to the new branch)
              • git merge Flex (merge all the changes from the Flex branch, which should work fine because the FleX branch started out as the release branch)
              • compile the AllFeatures branch to make sure the merge worked OK.
              • git merge WaveWorks (merge all the changes from the WaveWorks branch, the WaveWorks branch also started out as the release branch)



              Then you would try to compile the combined branch. This is what I intend to do when we get the VXGI, HairWorks, TurfEffects, etc., up and running.

              Comment


                Originally posted by Mike.Skolones View Post
                You _should_ be able to merge the branches into a single branch (for example, called 'AllFeatures'). You would do:
                • git checkout release (switch to standard 4.6.1 release branch)
                • git branch AllFeatures (make a new branch from it)
                • git checkout AllFeatures (switch to the new branch)
                • git merge Flex (merge all the changes from the Flex branch, which should work fine because the FleX branch started out as the release branch)
                • compile the AllFeatures branch to make sure the merge worked OK.
                • git merge WaveWorks (merge all the changes from the WaveWorks branch, the WaveWorks branch also started out as the release branch)



                Then you would try to compile the combined branch. This is what I intend to do when we get the VXGI, HairWorks, TurfEffects, etc., up and running.
                Thank you very much . BTW Mister Mike, you promised me you would check the controls and keys for the Flex demo located in: Engine\Source\ThirdParty\PhysX\FLEX-0.25\bin\x64 . In your video starting at 1.01 , you can see you can control those water balloons with your mouse and tear them so water comes from them: http://youtu.be/ktVmLJ5i4NY?t=1m1s . I couldn't control anything using the mouse or interact with them like in the video. Also in the demo, there is a cloth tearing demo, I couldn't interact with the cloth so I couldn't tear it. Also In granular pile, how to shoot the ball in order to make the pile fall? I hope you provide us with the full controls.

                Another thing: The demo doesn't have those sections here: https://www.youtube.com/watch?v=1o0Nuq71gI4 from from the smoke to the milk bowl with cereals.

                One last thing: I am getting all those errors when launching that demo, and many times the sections get messed up like the fluids turning in balls in shaders (I know I am not talking about the points when you check them, but about a serious shader problem turning liquids in non uniform balls) and many otehr demos get physcis bugs for example the pasta demo where the the pasta clips through the bowl and doesn't interact with it: Click image for larger version

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                Last edited by Nudlegaru; 02-07-2015, 11:02 AM.

                Comment


                  Originally posted by PLASTICA-MAN View Post
                  BTW Mister Mike, you promised me you would check the controls and keys for the Flex demo located in: Engine\Source\ThirdParty\PhysX\FLEX-0.25\bin\x64 . In your video starting at 1.01 , you can see you can control those water balloons with your mouse and tear them so water comes from them: http://youtu.be/ktVmLJ5i4NY?t=1m1s . I couldn't control anything using the mouse or interact with them like in the video. Also in the demo, there is a cloth tearing demo, I couldn't interact with the cloth so I couldn't tear it. Also In granular pile, how to shoot the ball in order to make the pile fall? I hope you provide us with the full controls.
                  These are the controls I figured out for the FleX Demo program:

                  - Hold Shift + Click to interact with objects (tearing, throwing etc)
                  - Press the SpaceBar to "Emit Particles"
                  - Press 'U' to toggle Full Screen mode
                  - Press 'G' to toggle Gravity on/off
                  - Press 'R' to restart the simulation
                  - Press 'P' to play/pause
                  - Press 'Y' to move the walls in the fluid bath demos, creating waves
                  - Press 'T' to show the fluid normals (requires Draw Fluid to be turned on)
                  - Press 'E' to toggle Draw Fluid
                  - Press 'F' to toggle Draw Springs
                  - Press 'M' to toggle Draw Mesh
                  - Press 'V' to toggle Draw Points
                  - Press '.' to toggle GPU Timers
                  - Press 'N' to toggle the spaghetti strings on/off
                  - Press 'B' to remove set geometry pieces
                  - Press 'H' to toggle the HUD on/off

                  There are a few others but they aren't quite as useful, if I find anymore I'll post them up as well.
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                  Comment


                    Originally posted by DotCam View Post
                    These are the controls I figured out for the FleX Demo program:

                    - Hold Shift + Click to interact with objects (tearing, throwing etc)
                    - Press the SpaceBar to "Emit Particles"
                    - Press 'U' to toggle Full Screen mode
                    - Press 'G' to toggle Gravity on/off
                    - Press 'R' to restart the simulation
                    - Press 'P' to play/pause
                    - Press 'Y' to move the walls in the fluid bath demos, creating waves
                    - Press 'T' to show the fluid normals (requires Draw Fluid to be turned on)
                    - Press 'E' to toggle Draw Fluid
                    - Press 'F' to toggle Draw Springs
                    - Press 'M' to toggle Draw Mesh
                    - Press 'V' to toggle Draw Points
                    - Press '.' to toggle GPU Timers
                    - Press 'N' to toggle the spaghetti strings on/off
                    - Press 'B' to remove set geometry pieces
                    - Press 'H' to toggle the HUD on/off

                    There are a few others but they aren't quite as useful, if I find anymore I'll post them up as well.
                    Thanks again ! Do you plan to release flameworks, faceworks and all the other features too? Also like I asked in my previous question will you release all the stuff shown in the last Flex video like milk bowl with cereals, the particles on the car, the smoke on the bullet or at least in a standalone demo like the one you provided in thirdparty folder? In that standalone demo there is a granular pile and in UE4 the same tech which involves sand physcis, will wee see sand shaders and particles in the update? Thanks !
                    Last edited by Nudlegaru; 02-08-2015, 11:42 AM.

                    Comment


                      Originally posted by PLASTICA-MAN View Post
                      Thank you very much . BTW Mister Mike, you promised me you would check the controls and keys for the Flex demo located in: Engine\Source\ThirdParty\PhysX\FLEX-0.25\bin\x64 . In your video starting at 1.01 , you can see you can control those water balloons with your mouse and tear them so water comes from them: http://youtu.be/ktVmLJ5i4NY?t=1m1s . I couldn't control anything using the mouse or interact with them like in the video. Also in the demo, there is a cloth tearing demo, I couldn't interact with the cloth so I couldn't tear it. Also In granular pile, how to shoot the ball in order to make the pile fall? I hope you provide us with the full controls.

                      Another thing: The demo doesn't have those sections here: https://www.youtube.com/watch?v=1o0Nuq71gI4 from from the smoke to the milk bowl with cereals.

                      One last thing: I am getting all those errors when launching that demo, and many times the sections get messed up like the fluids turning in balls in shaders (I know I am not talking about the points when you check them, but about a serious shader problem turning liquids in non uniform balls) and many otehr demos get physcis bugs for example the pasta demo where the the pasta clips through the bowl and doesn't interact with it: [ATTACH=CONFIG]24745[/ATTACH]
                      Yes, the mechanism for applying damage to FleX objects, whether through mouse-click-pick as in the FleX demo, or by a rifle, or rigid body impact, etc., is still work in progress. I don't have an ETA for it yet.

                      The FleX demo and SDK will include the smoke and cereal scenes in a future release, we will get to that as soon as we can, but I don't have an ETA for that yet either.

                      Regarding the errors, are you on the latest driver? Which GPU are you using?

                      --Mike

                      Comment


                        support for flameworks, postworks and faceworks, hairworks planned?

                        Hi,
                        I see NV ships currently waveworks and flex UE integration which a part of your complete gameworks stack.. Awesome!.. Seems vxgi and turf effects are also in the works so all left will be postworks (txaa) and flameworks for me.. Also missing would be faceworks and hairworks.. Can you share if NV plans to integrate this libraries eventually, say over this year?

                        Comment


                          Originally posted by Mike.Skolones View Post
                          Yes, the mechanism for applying damage to FleX objects, whether through mouse-click-pick as in the FleX demo, or by a rifle, or rigid body impact, etc., is still work in progress. I don't have an ETA for it yet.

                          The FleX demo and SDK will include the smoke and cereal scenes in a future release, we will get to that as soon as we can, but I don't have an ETA for that yet either.

                          Regarding the errors, are you on the latest driver? Which GPU are you using?

                          --Mike
                          Yes I am on the last drivers, I am using a GTX660M (I know it is not enough :'( , but still).

                          Comment


                            Originally posted by oscarbg View Post
                            Hi,
                            I see NV ships currently waveworks and flex UE integration which a part of your complete gameworks stack.. Awesome!.. Seems vxgi and turf effects are also in the works so all left will be postworks (txaa) and flameworks for me.. Also missing would be faceworks and hairworks.. Can you share if NV plans to integrate this libraries eventually, say over this year?
                            We're actively working on HairWorks, and I hope to have something to share in about a month. I don't have an ETA for FaceWorks integration, but if you are very interested I am glad to hear it, because that will influence our scheduling priorities.

                            Thanks,
                            Mike

                            Comment


                              Originally posted by PLASTICA-MAN View Post
                              Yes I am on the last drivers, I am using a GTX660M (I know it is not enough :'( , but still).
                              I see, perhaps there is not sufficient GPU memory to run this sample properly. I will inquire to find out if this is a known issue.

                              Comment


                                I'm definitely excited about VXGI and hairworks being worked on. NVidia has some fantastic technology and I'm really excited to be able to use it in UE4. is there a possibility of all the technologies being compiled into one single branch of UE4?
                                Origin of Storms

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