in your example that for some reason you deleted you could see self-shadowing (the chin shadowing the left-side shoulder) however there was no self-shadowing for the nose as the noise is too small to catch the details. this is probably done by the non VXGI part of ue4, (see Shadow casting and Ray Traced Distance Field Soft Shadows)
Announcement
Collapse
No announcement yet.
NVIDIA GameWorks Integration
Collapse
X
-
Originally posted by tazejin View PostI am sorry if this has been asked before but there are 75 pages so I didnt read them all.
Is it possible to use multiple "integrations" in one project ? Like: Flex, Hairworks, HBAO+, Waveworks ? (because there are so many branches)
Or is the "release" branch having all of these?
Thanks
You can use multiple integrations, but you would have to merge the branches yourself or rely on GalaxyMan2015's merged project you can find here: Github. It's currently 4.9.2 and will skip the 4.10 version, so the next update will be 4.11, a bit of waiting worth in my opinion.
Comment
-
Originally posted by vimaxus View Postin your example that for some reason you deleted you could see self-shadowing (the chin shadowing the left-side shoulder) however there was no self-shadowing for the nose as the noise is too small to catch the details. this is probably done by the non VXGI part of ue4, (see Shadow casting and Ray Traced Distance Field Soft Shadows)Last edited by Yolao; 03-14-2016, 09:04 AM.
Comment
-
Is that true that NVidia will release Source Code for their GameWorks : http://videocardz.com/58535/nvidia-a...eworks-sdk-3-1 ?
Comment
-
Originally posted by Miles.Macklin View PostHi Rioly,
Yes you can modify individual spring stiffness. Take a look at the UFlexAssetCloth class. The cloth cooker (flexExtCreateClothFromMesh() function) will assign stretch and bending stiffness automatically, but you can modify these values after cooking if you wish.
Cheers,
Miles
I have one more question; is it possible to attach a flex cloth to another flex cloth object in Unreal? (Lock particles into eachother)
Sorry if this has been answered before
Greetings,
Rioly.
Comment
-
Originally posted by Nudlegaru View PostIs that true that NVidia will release Source Code for their GameWorks : http://videocardz.com/58535/nvidia-a...eworks-sdk-3-1 ?
Here's the official press release: http://nvidianews.nvidia.com/news/nv...eworks-sdk-3-1
Comment
-
As I read it, Flex is now a part of the PhysX library (But called Nvidia Flow), is this true, and how will this affect the UE4 integration?
Originally posted by Alexey.Panteleev View PostYes, that's true. Not all GameWorks, just some libraries though.
Here's the official press release: http://nvidianews.nvidia.com/news/nv...eworks-sdk-3-1
Comment
-
Originally posted by Number47 View PostAs I read it, Flex is now a part of the PhysX library (But called Nvidia Flow), is this true, and how will this affect the UE4 integration?Last edited by Miles.Macklin; 03-16-2016, 06:16 PM.
Comment
-
Originally posted by Rioly View PostI have one more question; is it possible to attach a flex cloth to another flex cloth object in Unreal? (Lock particles into eachother)
Sorry if this has been answered before
Comment
-
Will the VXAO and Volumetric Lighting be integrated into Unreal ?https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.
Comment
-
Not sure about VXAO, but volumetric lighting is in their "to do" list https://trello.com/c/Ij1jaWDt/28-vol...c-light-shafts
Comment
Comment