Originally posted by enoes
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NVIDIA GameWorks Integration
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https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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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 4.21Last edited by FatmirVaraku; 01-28-2019, 09:50 AM.
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Originally posted by 0lento View PostSame 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.
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Originally posted by Bigodon View PostHi, 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
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 长ㄩ尺ㄖ; 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 PostHey,
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 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?
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)
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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 PostCan't package a game on 4.19 flex build.
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...cfefd93ee3f41chttps://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Should create a 0lento thread at this pointLinkedIn | 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 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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