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  • replied
    I would like to create flex diffuse particles (foam) to create a realistic creek in UE4.
    Like in the official NVIDIA demo:
    https://youtu.be/-S8wq0dz1H4?t=354

    I see there is a feature called Diffuse Particles:
    https://docs.nvidia.com/gameworks/co...ex/manual.html

    Is there a way to create diffuse particles, foam in Unreal Engine?
    I know GalaxyMan2015 created a custom solution two years ago, but this is only for UE 4.13.
    https://www.youtube.com/watch?v=4prOdjlSd-Y
    https://forums.unrealengine.com/comm...an=&viewfull=1
    This is not the same quality that we see in the NVIDIA demo, but a good starting point?

    I have tried to make fluid simulation offline in Blender, then exported the geometry cache via Alembic to UE. But this prouced only the fluid mesh and no whitewater, foam, that produces the realism to the water animation.
    Thanks.

    Leave a comment:


  • replied
    Originally posted by A-J-K View Post
    wow ok, just wondering why the launcher version of UE4.21 is only around 23 GB big.
    yes you do merge nvidia in ue4?

    Leave a comment:


  • replied
    wow ok, just wondering why the launcher version of UE4.21 is only around 23 GB big.

    Leave a comment:


  • replied
    Originally posted by A-J-K View Post
    Quick question, i hope someone can help me out here...
    I just build a UE4 VXGI2 branch from Github, everything works just fine, just the size of the Engine folder seems a bit extreme to me, its about 66GB big... Is this normal ?
    if 4.21 its ok

    Leave a comment:


  • replied
    Quick question, i hope someone can help me out here...
    I just build a UE4 VXGI2 branch from Github, everything works just fine, just the size of the Engine folder seems a bit extreme to me, its about 66GB big... Is this normal ?

    Leave a comment:


  • replied
    Are the test projects blueprint only or blueprint and/0r C++??

    Leave a comment:


  • replied
    Originally posted by KuroSekaie View Post
    What i need to run when im adding Files to a Project?, when i want Merge Gameworks , and im just adding 1 NEW File or dll libary i get this Problem when i generate project Files, can someone please help me

    Thanks

    https://puu.sh/CfHlV/f8fb9c5dd5.png
    select ue4 and build

    Leave a comment:


  • replied
    What i need to run when im adding Files to a Project?, when i want Merge Gameworks , and im just adding 1 NEW File or dll libary i get this Problem when i generate project Files, can someone please help me

    Thanks

    https://puu.sh/CfHlV/f8fb9c5dd5.png

    Leave a comment:


  • replied
    https://github.com/mcarlson-nvidia/U...Cataclysm-4.20

    Leave a comment:


  • replied
    plaese olento merge in gameworks 4.21 flex and Cataclysm

    Leave a comment:


  • replied
    Guys I am using WaveWorks right now with 4.20, It's great.
    But I got one questions about it is that:

    How can I make the ship waves(splashes and foams) when the ship moves just like in the sample video provided by NV.

    Or Do I need Flex as well to make it work?

    Thanks guys!

    Leave a comment:


  • replied
    treing to install UnrealEngine-VXGI2-4.21 .
    folowed these instructions https://www.unrealengine.com/en-US/ue4-on-github
    downloaded engine from github , truing yo tun its setup and getting an error
    what should i do to fix it?

    Leave a comment:


  • replied
    Looks like Blast support was just pushed by Epic to the UE4 promoted branch, which I guess would eventually be considered future release 4.22.
    Last edited by Gallonmate; 12-13-2018, 12:17 PM.

    Leave a comment:


  • replied
    Hi;

    I have been working in a blast build, ue4.18.3, I noticed that in engine toolkit handles fracturing planes well, when using the blast authoring tool that comes with the blast git (the commanline tool), fracturing objects that have planes result in errors. I'm working on the trees at the moment, leaves and branch planes are giving problems with blast.

    How does the engine toolkit keep it from giving "co-planar" and other related fracturing errors when fracturing meshes with planes?
    Is there a way of altering the blast in engine toolkit so that island generation properly produces bonds?

    I would like to use the commandline tool as i know it can be changed to create bonds between island chunks and add world bonds, if the same can be achieved in editor please tell me, I don't see NvBlastExtAuthoringBondGeneratorImpl.cpp anywhere in the code to change it.

    Any help is appreciated, sorry if this is not the place to post this.

    THANKS

    Leave a comment:


  • replied
    Originally posted by samrat333 View Post
    please merge in gameworks 4.21 flex and Cataclysm
    and volumetric light and true sky plugin

    Leave a comment:

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