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    [MENTION=330604]Miles.Macklin[/MENTION]
    you used a simple texture for material.as i described in my uploaded image when i use "Layer Blend" node in material editor for painting on a landscape fatal error occurred not a simple texture without using weighting.
    Last edited by ZAxis; 03-11-2017, 03:21 AM.

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      Originally posted by ZAxis View Post
      [MENTION=330604]Miles.Macklin[/MENTION]
      you used a simple texture for material.as i described in my uploaded image when i use "Layer Blend" node in material editor for painting on a landscape fatal error occurred not a simple texture without using weighting.
      which layer blend is it? can't seem to find it out
      LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

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        Originally posted by Maxime.Dupart View Post
        which layer blend is it? can't seem to find it out
        1)in material editor window on "Palette" tab drag and drop a "LanscapeLayerBlend" into material editor area.a "Layer Blend" node will be created.
        2)while "Layer Blend" node is selected create two or more layers in "Details" tab.by using "+" button
        3)create two or more Textures in material editor and connect those to "Layer Blend" node .
        4)connect "Layer Blend" node to "Base Color"

        after i creating material this way and assign it to Landscape when i click on "Paint" in "Landscape" mode unreal get crash with fatal error

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          Originally posted by ZAxis View Post
          1)in material editor window on "Palette" tab drag and drop a "LanscapeLayerBlend" into material editor area.a "Layer Blend" node will be created.
          2)while "Layer Blend" node is selected create two or more layers in "Details" tab.by using "+" button
          3)create two or more Textures in material editor and connect those to "Layer Blend" node .
          4)connect "Layer Blend" node to "Base Color"

          after i creating material this way and assign it to Landscape when i click on "Paint" in "Landscape" mode unreal get crash with fatal error
          Ok i can reproduce it now Ironically it works fine on 4.15 but it indeed crashed on 4.14.X


          Looking fast it might come from "FPrimitiveSceneInfo::AddStaticMeshes" in Runtime/Renderer/Private/PrimitiveSceneInfo.cpp
          Last edited by MaximeDupart; 03-11-2017, 08:59 AM.
          LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

          Comment


            Originally posted by Maxime.Dupart View Post
            Ok i can reproduce it now Ironically it works fine on 4.15 but it indeed crashed on 4.14.X


            Looking fast it might come from "FPrimitiveSceneInfo::AddStaticMeshes" in Runtime/Renderer/Private/PrimitiveSceneInfo.cpp
            OK.Thank you.I will test it.

            Comment


              Originally posted by ZAxis View Post
              OK.Thank you.I will test it.
              I haven't shared 4.15 VXGI yet, and do'nt intend to in near future, i'm looking to fix your issue on 4.14.3 and will update the github link in my signature if i figure it out.

              I've narrowed down the issue to

              template<typename LightMapPolicyType>
              void Process([...])
              {
              DrawList.AddMesh([...]
              TVXGIVoxelizationDrawingPolicy<LightMapPolicyType> <- this is the one crashing
              [...])
              }

              in VxgiRendering.cpp

              I can't spend more time on this but if anyone wanna try to fix this, ti's all coming from there.
              Last edited by MaximeDupart; 03-11-2017, 03:15 PM.
              LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

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                [MENTION=330604]Miles.Macklin[/MENTION] When can I see an update about WaveWorks?

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                  [MENTION=649466]Maxime.Dupart[/MENTION] - Could you write a quick tutorial on how to merge the branches from nvidia github for someone who hasn't done it before or point to a tutorial you would reccommend. Thanks in advance.

                  Comment


                    Try to turn off vxgi in the main material options. May help.

                    Comment


                      Ok just to update, seems like Flex particles in their current state are unable to collide against complex geometry attached to a skeletal mesh. can anyone confirm ? thanks in advance.

                      Comment


                        Can confirm. I can't make Flex Cloth to collide against Skeltal Mesh (either complex geometry or physical asset).
                        https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

                        Comment


                          Originally posted by bcv View Post
                          Ok just to update, seems like Flex particles in their current state are unable to collide against complex geometry attached to a skeletal mesh. can anyone confirm ? thanks in advance.
                          Originally posted by iniside View Post
                          Can confirm. I can't make Flex Cloth to collide against Skeltal Mesh (either complex geometry or physical asset).
                          Have you both checked the Ragdoll test map? there's clearly collision with the ragdoll which is a SkeletalMeshActor using physics asset. The 'per-poly' isn't working, but it isn't that surprising?

                          Just made this small test:

                          Last edited by MaximeDupart; 03-13-2017, 08:38 PM.
                          LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

                          Comment


                            Did anybody try to test Flex 1.1 on AMD gpu?

                            Comment


                              Originally posted by MightyJam View Post
                              Did anybody try to test Flex 1.1 on AMD gpu?
                              Did not, but by default it's not using any CUDA technology, so it should render as well. It all relies on DX11, and even got ported to DX12 so...!
                              LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

                              Comment


                                Originally posted by Maxime.Dupart View Post
                                Have you both checked the Ragdoll test map? there's clearly collision with the ragdoll which is a SkeletalMeshActor using physics asset. The 'per-poly' isn't working, but it isn't that surprising?

                                Just made this small test:

                                It only works if skeletal mesh is root. It doesn't work with with something like character setup.
                                https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

                                Comment

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