Originally posted by Maxime.Dupart
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NVIDIA GameWorks Integration
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Originally posted by overfuze View PostSeems like neither me or my friend can access your branch, this is also without VXGI?LinkedIn | 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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Originally posted by Maxime.Dupart View PostVXGI isn't ready for production development in its current 4.15 state, in my humble opinion. I would suggest using 4.14.3 if you want to develop with VXGI.
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D a m n, you made me realize i had it wrong with Github the entire time while sharing private repo. link.
This link should work, given you've access to Nvidia Repo:
https://github.com/MaximeDup/UnrealE...low-VolumLight
Could anyone confirm the link is working?Last edited by MaximeDupart; 05-26-2017, 05:43 AM.LinkedIn | 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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Originally posted by SteveElbows View PostYes it isLinkedIn | 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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Looks like i forgot to exclude some libraries from github yesterday. If you had downloaded it yesterday and failed to compile i can link you a file with the missing libs in PM.
Otherwise the repository has been updated wit the missing libs.LinkedIn | 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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Originally posted by Maxime.Dupart View PostLooks like i forgot to exclude some libraries from github yesterday. If you had downloaded it yesterday and failed to compile i can link you a file with the missing libs in PM.
Otherwise the repository has been updated wit the missing libs.. Cheers.
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Originally posted by sieumeo View PostI know you've mentioned VXGI doesn't work well in 4.15 multiple times. I'm using only the VXAO part of it at the moment, just want to check with you if you have by any chance already tried merging VXGI with your current "4.15.3 : Flex - HairWorks(MorphTarget support) - Nv Volumetric Light - NvFlow" build? If they can work together, I'll merge VXGI with your shared build and hope for the best. Cheers.
User Bluearc actually reached out to me yesterday about the new HairWorks branch that included a couple fixes and the MorphTarget support. Therefore i made this 4.15.3 branch yesterday using the most up to date 4.15 branch from Epic Game, and Nvidia branches.
I also wanted some backup on Github in case i want to play around with GameWorks.
I might actually push a seperate branch which include VXGI (and a tesselation fix i submitted to Nvidia github by pull request, but hasn't been merged).
Also i would assume VXAO is also impacted by the current issues.Last edited by MaximeDupart; 05-26-2017, 06:31 AM.LinkedIn | 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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Hi!
[question] is there a way to migrate fluidworks into UE4 16? or do you have to download a special version of UE4 with fluidworks integrated? I notice i have multiple versions of UE4 taking up 50 gbs of space, one with Flex support one without it. Maybe Nvidia could add Flex features to UE4's marketplace, for simpler project integration purposes. and then Nvidia could update the features on their marketplace page.Last edited by SyberBlade; 05-26-2017, 06:23 PM.
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Two things:
First, I found another null pointer reference in WaveWorks branch resulting in "Fatal error" on loading project. To fix it just replace lines 175-187 of file Engine\Source\Runtime\Engine\Private\WaveWorksRender.cpp with this code:
Code:float YAxisMultiplier = 1.0f; if (WaveWorks->ShoreLineDistanceFieldTexture != nullptr) { FIntPoint RenderTargetSize(WaveWorks->ShoreLineDistanceFieldTexture->GetSurfaceWidth(), WaveWorks->ShoreLineDistanceFieldTexture->GetSurfaceHeight()); if (RenderTargetSize.X > RenderTargetSize.Y) { // if the viewport is wider than it is tall YAxisMultiplier = RenderTargetSize.X / (float)RenderTargetSize.Y; } }
Second, if anyone is still interested in 4.15.1 then I have created a fork of Nvidia repository with UE 4.15.1 branch having merged:
- HairWorks
- WaveWorks
- FleX
- VXGI
- Volumetric Lighting
- Flow
all together and is available here: https://github.com/lukaszPJATK/UnrealEngine
Feel free to use it
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Appears most of Nvidia Flow plugin was not properly uploaded to Github on my merged branch. I've just commited the missing files and it should work fine now.
Downloading now to check for myselfLinkedIn | 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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