Originally posted by Maxime.Dupart
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Originally posted by Maxime.Dupart View Post
Could anybody please check if you can confirm the shadow mapping artifacts/error I showed some posts above?
thanks
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Originally posted by buzzdx View PostI can confirm this in a 4.15.1 build with volumetric lighting and vxgi/hbao.
Could anybody please check if you can confirm the shadow mapping artifacts/error I showed some posts above?
thanksLinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP
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Can I ask a question Maxime.Dupart? Can you integrate "Volumetric Lighting, VXAO, VXGI, HBAO+, TXAA, Soft Shadows, GI Works" for Unreal Engine 4.15?
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Originally posted by ululemr View PostCan I ask a question Maxime.Dupart? Can you integrate "Volumetric Lighting, VXAO, VXGI, HBAO+, TXAA, Soft Shadows, GI Works" for Unreal Engine 4.15?
I'm sure what you ask for is possible, but the good news is the majority of what you're looking for is already available in the official Nvidia branches.
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Originally posted by Maxime.Dupart View PostI do have this shadowing issue with heavy shadow flickering while VXGI is turned off and bake the light main directionnal light.
You are right, it occurs even with vxgi turned off.
Well, for me personally it's not that much of a problem as one could still use flat tesselation, but maybe it will get fixed soon.
I also converted a project of mine to 4.15.1/Volumetric/VXGI. I turned VXGI on and didn't see any of the flickering stuff like in the ShooterGame.
But there are not that many particle emmiters in it yet, just some fire particle systems.
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hi,
first thank you for all the great gameworks stuff. i am currently playing around with flow and i have some question. where are these DefaultFlowMaterial0 / DefaultFlowRenderMaterial0 / DefaultColorMap0 files located? i can edit them but i cant find them in the browser/project. when i migrate the nvsample project to another project with the same engine build nothing happens in the new project, what im missing here? and are we able to emit from particles / particle meshes ? thanksLast edited by olek; 03-24-2017, 07:04 PM.
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Originally posted by buzzdx View PostWhere did you get that information from?
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Originally posted by olek View Posthi,
first thank you for all the great gameworks stuff. i am currently playing around with flow and i have some question. where are these DefaultFlowMaterial0 / DefaultFlowRenderMaterial0 / DefaultColorMap0 files located? i can edit them but i cant find them in the browser/project. when i migrate the nvsample project to another project with the same engine build nothing happens in the new project, what im missing here? and are we able to emit from particles / particle meshes ? thanks
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I'm working with flow, and trying to recreate the tech demo that they released a few weeks ago.
Now It seems that I'm overlooking something because I have a mesh going through the flow emitter, but it hardly has any effect. I cant find any documentation on this.
https://gyazo.com/7a90ee61f963e6b09d722a340727f5e8
Does anyone has an Idea why there is so little going on?
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Originally posted by dDissAa View PostI'm working with flow, and trying to recreate the tech demo that they released a few weeks ago.
Now It seems that I'm overlooking something because I have a mesh going through the flow emitter, but it hardly has any effect. I cant find any documentation on this.
https://gyazo.com/7a90ee61f963e6b09d722a340727f5e8
Does anyone has an Idea why there is so little going on?and also make sure that your mesh thats moving has flex on "block" under collision properties
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