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    Originally posted by theprotonfactor View Post
    Hi, does anybody know if the Flex smoke simulation is still in development? I haven't seen or heard much about it since the early days.
    My assumption is that Nvidia Flow got priority as a smoke solution, although it has a somewhat different set of strengths and weaknesses to a FleX-based approach.

    I would like to see a version of Flow for UE 4.14 but from an outsiders perspective it seems like the task of keeping all this NVidia stuff in sync with latest UE4 is proving a challenge for them. Last time I checked the only version of UE Nvidia stuff that had Flow is the version that was the basis for the VR Funhouse stuff, which is built from UE 4.11.

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        I know that HBAO+ from shadowworks has been implemented, but has HFTS? If not, what difficulties would I be likely to have in just trying to edit the UE4 code using Visual Studio to implement it, i.e. are there usually problems/complications when implementing a gameworks thing?

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          What is the current state for GameWorks for UnrealEngine? Also, can anyone take the effort to create a step-by-step guide how to setup UnrealEngine for GameWorks? Im interesed in using FlameWorks. What I also want to know is that can you use GameWorks with UnrealEngine as a toolset or is it all codebased from Visual Studio? Hope someone can clear this up I do have a veryfied Nvidia developer account, so thats not a problem.
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            Originally posted by Frequia View Post
            What is the current state for GameWorks for UnrealEngine? Also, can anyone take the effort to create a step-by-step guide how to setup UnrealEngine for GameWorks? Im interesed in using FlameWorks. What I also want to know is that can you use GameWorks with UnrealEngine as a toolset or is it all codebased from Visual Studio? Hope someone can clear this up I do have a veryfied Nvidia developer account, so thats not a problem.
            The integrations don't follow a simple template or tutorial, each one is different. I've done a WaveWorks, HBAO+, and a partial volumetric lighting integration and each one is completely different from the other.

            HBAO+ is definitely the easiest of the bunch, that said there have been improvements made to the HBAO+ implementation (it's at v3 now -- I think the VXGI and HBAO+ branches both still use v2) and it took me a solid day to integrate the updated API and functionality into my UE4 fork despite already having most of it already integrated.
            Trent Polack (@mittense)
            Personal Site | Development Blog | Joy Machine

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              Thanks for your quick reply. I whish they make a installer like Simul did with their TrueSky.
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                Why are all git links relating to UE4 and Flex broken?

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                  Is there any eta on when flex integration will be updated, it is currently 4.12.4 (not even the latest 4.12 version)?

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                    Originally posted by Number47 View Post
                    Is there any eta on when flex integration will be updated, it is currently 4.12.4 (not even the latest 4.12 version)?
                    I'd sure like to see an update on Flex as well

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                      I just finished integrating HairWorks in UE4.14. It seems to work, but as said in the link above, "there can be some problems with temporal AA in special cases".

                      In case anyone wants to try it, here's the link: https://github.com/daancover/UnrealEngine

                      Please let me know if anyone find any issues.

                      Remember you have to be subscribed to Epic Games' GitHub to gain access to the source code.

                      Cheers!

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                        Originally posted by djrosu View Post
                        Why are all git links relating to UE4 and Flex broken?
                        You need to be logged in a GutHub account that is subscribed to Epic Games' GitHub to have access to those links.
                        Last edited by daan_cover; 12-15-2016, 05:57 AM.

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                          another question: If i wanted to make custom object for flex softbodies( e.g a waterballon or something). Would Blender be ok, or would i need to do like every other Nvidia project and use 3ds max/Maya?
                          Hobbyist trying to go pro.

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                            Hi.

                            Can you make a video for explanation "how to start HairWorks integration with UE4.14" ? Where to start, which application is needed (like TortoiseGit, Gitkraken, SourceTree, VS2015 etc) ? These baby steps are very helpful for other people. Thanks.

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                              Originally posted by CGICollector View Post
                              Hi.

                              Can you make a video for explanation "how to start HairWorks integration with UE4.14" ? Where to start, which application is needed (like TortoiseGit, Gitkraken, SourceTree, VS2015 etc) ? These baby steps are very helpful for other people. Thanks.
                              The only program you'll need are VS2015 and Unreal 4. You can get away without using GITHub by downloading the zip file from the branch located in Galaxyman's signature.
                              Hobbyist trying to go pro.

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                                Originally posted by zlz_showtime View Post
                                The only program you'll need are VS2015 and Unreal 4. You can get away without using GITHub by downloading the zip file from the branch located in Galaxyman's signature.
                                Unfortunately Galaxyman didn't integrate HairWorks with UE4.14 yet (I didn't find it in his GitHub ), that's why I did it myself. If anyone wants to try it, it's here: https://github.com/daancover/UnrealEngine
                                Download the zip file. The instructions to install are in the "Getting up and running" session in the README.md

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