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    Originally posted by enoes View Post

    Volumetric light?
    Same deal, although VL at least does compile but it has a rendering issue. I doubt the fix for this would be big even if one examined the 4.21 renderer changes, would probably be really simple fix for the nvidia itself as they know what they are doing there.
    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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      Great..
      https://crbtech.in/online-dot-net-training-course

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        first of all thank you so much 0lento for great job,
        plz complete the flex, i realy need it

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          Hi 0lento thank you for all
          Can you help me,i want to put a plugin in your branch 4.21 Gameworks,i put to directory plugin,i regenerate project but i have warnings this direcory public and privat does not exist.And when finish build,editor not open,because of this plugin warnings does not exist.Plugin is same version for 4.21
          Last edited by FatmirVaraku; 01-28-2019, 09:50 AM.

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            Originally posted by 0lento View Post
            Same deal, although VL at least does compile but it has a rendering issue. I doubt the fix for this would be big even if one examined the 4.21 renderer changes, would probably be really simple fix for the nvidia itself as they know what they are doing there.
            we will see raytracing and gameworks branch on the future ????

            Comment


              Originally posted by Bigodon View Post
              Hi, I'm working on a archviz scene for my portifolio and I really need help
              i'm doing a beach scenery restaurant and using waveworks 4.19, but i'm facing a real hard time to capture the shore beach sand and make waves working... what exactly I need to do to make the waves on shore working like the demo gdc scene that comes with this custom build editor? I selected the "WaveWorksShorelineCapture" and tried all three options available: render scene primitives and selecting the static mesh of beach sand, legacy or visible only, nothing works

              I didn't find any useful docs or youtube videos that can helping me out on this one, then I gave up and getting in touch here
              ye. shore capture in sample project is broken.
              upd: get shoreline mat onto your landscape then capture. then reapply your mat
              anyone saw any documentation on waveworks usage?
              Last edited by Swdan; 01-28-2019, 08:25 PM.

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                hey, i want an High Poly GrowthMesh for Hairworks, is that Possible?, Cuz the Export Plugins, give me everytime error about Duplicated Splines, Cuz it seems that Its Limited for LowPoly GrowthMeshes, but on some cases its not enough, can anyone help me with that?

                Thanks
                Last edited by KuroSekaie; 01-30-2019, 09:26 AM.

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                  Hey,
                  i'd like to request a 4.21 VXGI 1 version. Alot of people still use a 4.17 branch for using VXGI 1.
                  Here are some screenshots for comparison made by Fuze.

                  VXGI1: https://imgur.com/a/3fp8gGx
                  VXGI2: https://imgur.com/a/z0JsCRO

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                    Originally posted by Devostated View Post
                    Hey,
                    i'd like to request a 4.21 VXGI 1 version. Alot of people still use a 4.17 branch for using VXGI 1.
                    Here are some screenshots for comparison made by Fuze.

                    VXGI1: https://imgur.com/a/3fp8gGx
                    VXGI2: https://imgur.com/a/z0JsCRO
                    VXGI 1 is better than 2. ─░nteresting. 4,21 branch is in some problem. Another branch try please

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                      Originally posted by Swdan View Post

                      ye. shore capture in sample project is broken.
                      upd: get shoreline mat onto your landscape then capture. then reapply your mat
                      anyone saw any documentation on waveworks usage?
                      hey swadan, thanks for this! never could figure out we had to put their shoreline mat, capture it and back our original material
                      actually I did what you said and works, I could finally capture my own shoreline, but there is always a but...

                      looks like waveworks cannot understand the shoreline capture from static meshes, my beach is a SM and not a landscape

                      And shoreline shape looks like it MUST be a island (I mean, all sides must be connected to a island format, the shape of island could be anything we want, but this have to be like this), I captured my beach static mesh, this is a huge rectangle and the shoreline couldn't understand correctly, this needed to capture only the part on texture border of the beach and not the full rectangle, that's kind bizarre having full retangular foam, lol.

                      I did another test, I have a small island static mesh and the shoreline captures it, but... yeah, the foam comes from inside the island to outside, must be the opposite. And waveworks cannot understand the foam around island corners is different from the foam from the beach, it just use the same foam for making this shoreline.

                      I wish nvidia did something with more control, like we can paint the shoreline on our static meshes and landscapes, by using a spline or something like this
                      and be able to use ocean foam as a material, so we can just drag and drop this foam like a deferred decal or blueprint in order to do a scene composition

                      currently it is very limited (and I have absolutely no idea how to make usage of their foam for do that, since i'm not dev)

                      Comment


                        Can't package a game on 4.19 flex build.

                        UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: D:\ue\UnrealEngine\Engine\Plugins\GameWorks\Flex\Binaries\Win64\Game-Flex-Win64-Shipping.lib
                        PackagingResults: Error: UBT ERROR: Failed to produce item: D:\ue\UnrealEngine\Engine\Plugins\GameWorks\Flex\Binaries\Win64\Game-Flex-Win64-Shipping.lib
                        UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): D:\ue\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe Game Win64 Shipping -Project="X:\2 4.19\Game.uproject" "X:\2 4.19\Game.uproject" -NoUBTMakefiles -remoteini="X:\2 4.19" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'Unreal
                        PackagingResults: Error: Command failed (Result:5): D:\ue\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe Game Win64 Shipping -Project="X:\2 4.19\Game.uproject" "X:\2 4.19\Game.uproject" -NoUBTMakefiles -remoteini="X:\2 4.19" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2019.02.03-23
                        PackagingResults: Error: Unknown Error
                        Please help

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                          Originally posted by The_Reaper77_ View Post
                          Can't package a game on 4.19 flex build.
                          4.19 Flex from NvPhysX is broken for packaging, I did a PR for this ages ago but nobody from Nvidia merged it:
                          https://github.com/NvPhysX/UnrealEngine/pull/523 (PR from 2018 summer)

                          My PR branch here: https://github.com/0lento/UnrealEngi...PR-FleX-4.19.2

                          to fix the standalone packaging, you at least need to include fixes in this commit: https://github.com/NvPhysX/UnrealEng...cfefd93ee3f41c
                          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                          Comment


                            Hi Olento can you help me with this,please.
                            Click image for larger version

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                              Should create a 0lento thread at this point
                              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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                                Hi all, I've been tweaking Nvidia Flow and I can't seem to get my emitter particles to collide with a complex shape (only colliding with simple). Problem is I want the smoke to flow through a funnel (practice) and jet engine (real application). Any tips? Flex works but doesn't support VR stereo rendering so holding off on it for now (wanna save my fps). Any tips?

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