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    Originally posted by Xu Nie View Post

    All platforms Support?
    (Windows, Mac, Linux, Android, iOS, HTML5, PS4, Xbox One)

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      Originally posted by Aabs Inc. View Post

      All platforms Support?
      (Windows, Mac, Linux, Android, iOS, HTML5, PS4, Xbox One)
      Currently only Windows

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        VS2015 update 3

        Hello, I was just trying to build VXGI 4.12 through Visual Studio 2015 with update 3. I got all types of errors and found a site that stated that these errors were because of update 3. Epic released a hotfix for 4.12.5 to fix compatibility with VS2015 update 3. Another option is to downgrade/reinstall VS2015 update 2. Just thought I'd let you know and ask if there is an ETA on merging VXGI 4.12 to 4.12.5 to fix this problem? Thank you.

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          Hello.if i want to merge three branches(felx,vxgi,hairwork) is it a simple copy/paste operation and then compile it with vs2015 ?

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            I also didn't have much luck building the new version of FleX. I'm sure it would work if I followed the instructions and used git. I just tried compiling the old version and overriding the files with the new source. I think the old version was a visual studio 2013 project and the new version was 2015. I only wanted to test some of the core features so I just copied the api to a standard UE4 project and used flex.h and flexExt.h directly.

            Just thought I'd post some notes about a few FleX features I was testing. One cool feature is that you can use springs to simulate motors and create joints with limits. So you could animate a character swimming and they could move though water. Or maybe simulate a monster truck crushing cars. Unfortunately, I've only been able to control springs using the Core API, it didn't work when I tried the Extensions API (which is what the UE4 integration uses). I'm surprised that the Extensions API didn't have more spring options.

            I tried exporting a voxel character from blender and turned it into a rigid body and soft body. For the soft body I tried connecting neighboring particles by distance constraints as suggested in the manual. This was linked to a skinned mesh with each bone being aligned from three particles. While it worked for small objects, I found that for a larger number of particles it would tunnel through each other and become interlocked. Originally I planned to use a mixture of voxel rigid body bones connected to soft body muscles (similar to a voxel cat scan). I also found that using the Core API seems to run slower than the Extensions API (I'm guessing I might not be using treading correctly).

            I might try using inflatable cloth for rough muscle groups next e.g probably just two groups stitched together for the upper arm. Its mainly hollow and should allow for finer detail / smaller particles. Hopefully it would also fix the interlocking issue (don't need to enable self collide per inflatable group).

            I'd really appreatiate it if anyone can help with any of the following:
            • Is it possible to control springs though the Extensions API (flexSetSprings didn't seem to work).
            • Does anyone have flexExt.cpp? (I though it was suppose to be open source while flex.cpp wasn't).
            • I had really bad performance when I was rendering the particles (tried instanced meshes, billboards). I'm guessing it might be because Flex is using the GPU.

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              Originally posted by DivideByZero View Post
              I tried exporting a voxel character from blender and turned it into a rigid body and soft body. For the soft body I tried connecting neighboring particles by distance constraints as suggested in the manual. This was linked to a skinned mesh with each bone being aligned from three particles. While it worked for small objects, I found that for a larger number of particles it would tunnel through each other and become interlocked.
              For this you should probably use the soft body model using shape-matching constraints. You can see this in the soft body test map, and there are extensions methods for converting a triangle mesh into a particle sampling + constraint set for soft body simulation, see flexExtCreateSoftFromMesh().

              Originally posted by DivideByZero View Post
              Is it possible to control springs though the Extensions API (flexSetSprings didn't seem to work).
              Extensions is just designed to provide an easy way to manage the asset/instance model that UE4 uses. All the parameters exposed by flexSetSprings() can be controlled through extensions by modifying the flexAssetExt. But note that if you want to change spring rest lengths / stiffness on a per-instance basis you would need to duplicate the asset. If you're using the core solver directly then you could just call it yourself.

              Originally posted by DivideByZero View Post
              Does anyone have flexExt.cpp? (I though it was suppose to be open source while flex.cpp wasn't).
              It's part of the Flex SDK package (as flexExt.cu), available from https://developer.nvidia.com/flex.

              Originally posted by DivideByZero View Post
              I had really bad performance when I was rendering the particles (tried instanced meshes, billboards). I'm guessing it might be because Flex is using the GPU.
              Rendering them as point sprites is pretty efficient, rendering them through the debug library is very inefficient though.
              Last edited by Miles.Macklin; 07-11-2016, 09:06 PM.

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                Wow, Miles Macklin. Thanks for taking the time to answer my questions, your comments have been a huge help. FleX is really amazing and it's great to see it integrated into Unreal.

                Duplicating the assets should be fine for my current tests. I'm probably going to go back to using the extensions and the UE4 integrated branch.

                I was just trying out the new FleX branch and it's super easy to setup now. Just like to say thanks to the devs for the update and for upgrading to UE 4.12.

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                  Originally posted by Digital.Zen View Post
                  Hello, I was just trying to build VXGI 4.12 through Visual Studio 2015 with update 3. I got all types of errors and found a site that stated that these errors were because of update 3. Epic released a hotfix for 4.12.5 to fix compatibility with VS2015 update 3. Another option is to downgrade/reinstall VS2015 update 2. Just thought I'd let you know and ask if there is an ETA on merging VXGI 4.12 to 4.12.5 to fix this problem? Thank you.
                  Updated VXGI-4.12 branch to 4.12.5 yesterday. It was a trivial merge.

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                    Originally posted by Alexey.Panteleev View Post
                    Updated VXGI-4.12 branch to 4.12.5 yesterday. It was a trivial merge.
                    Nice, thank you for the update. I appreciate your work on this project.

                    Comment


                      Is there somewhere an explanation how to make a merge? I am not a programmer but I would need a combo of Flex+Turbulence+VXGI and right now there is not available, and if it is something that I learn to do on my own that would be great.
                      Thanks in advance.

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                        Originally posted by DivideByZero View Post
                        [*]I had really bad performance when I was rendering the particles (tried instanced meshes, billboards). I'm guessing it might be because Flex is using the GPU.
                        UE4 still does not support GPU PhysX

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                          Originally posted by shipo View Post
                          UE4 still does not support GPU PhysX
                          The base UE4 doesn't, but I think FleX is using the GPU. Otherwise the more intense effects like the water sims would have even more trouble running.

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                            For the VXGI folk[s]... just a tiny little note!

                            I love this. I love VXGI. I've been using it to light my interior sets for my portfolio work while I seek out art opportunities and it's lovely; easily my favourite feature ever brought to UE4; Slight performance impact is generally moderated with some tweaks and well worth the effort! My many compliments to you, your continued hard work, and for helping this community out as much as you have been!

                            Thank you SO much!

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                              Hello , For the French community , the five video Gamework Nvidia .

                              Bonjour , Pour la communaute fran├žaise, cinq video sur le Gamework Nvidia.







                              Www.passion3d.com

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