Originally posted by 0lento
View Post
Announcement
Collapse
No announcement yet.
NVIDIA GameWorks Integration
Collapse
X
-
Kayzield909 In the regular ue4, complex collision isn't supported as a physx actor. So it might be related to that. Try importing a custom collision with the model part instead.
- 1 like
Comment
-
Originally posted by FatmirVaraku View PostHi Olento can you help me with this,please.
Originally posted by Kayzield909 View PostFlex works but doesn't support VR stereo rendering so holding off on it for now (wanna save my fps).
https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
- 1 like
Comment
-
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
https://github.com/NvPhysX/UnrealEngine/issues/591
Comment
-
Originally posted by DsyD View PostFor the VXGI build, does anyone know how to get the engine to "ignore" a slot in a multi-material-slot mesh for the purposes of determining occlusion?
It seems that Translucent materials are ignored, which I guess makes some sense.
But if I have a mesh with multiple material slots, it seems to ignore the entire mesh if just one slot has a Translucent material, even if all of the other slots are Opaque.
Here for this table mesh, I have two material slots.
Image 1: both slots Opaque:
Image 2: One slot Opaque, other Translucent (entire mesh is missing from reflection):
Image 3: One slot Opaque, the other WorldGridMaterial (only WorldGridMaterial is missing from reflection):
In the last image, you can tell from the reflection that the engine is treating the Opaque-material part of the mesh (bottom part of table) as an occluder and ignoring the WorldGridMaterial (top of the table). How can I get it to do the same thing with the material setup in Image 2?
Comment
-
Originally posted by formatmezzz View Post
I can upload 4.19 if anyone wants that, it has everything 0lento merged in GW with VXGI 1 instead. It's a built local version though so like 15gb dl.
- 1 like
Comment
-
Originally posted by karma4jake View Post
I have ported VXGI 1 into 4.19 and it works as intended. I will port it to 4.20 by the end of this weekend, but I believe many more changes were made in 4.21 regarding a few things, so I may not have the required skill for 4.21 VXGI 1.
I can upload 4.19 if anyone wants that, it has everything 0lento merged in GW with VXGI 1 instead. It's a built local version though so like 15gb dl.
Comment
-
Originally posted by formatmezzz View Postmaybe 0lento can get VXGI 1 merged in with newer 4.20+
https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
Comment
-
Originally posted by karma4jake View Post
I have ported VXGI 1 into 4.19 and it works as intended. I will port it to 4.20 by the end of this weekend, but I believe many more changes were made in 4.21 regarding a few things, so I may not have the required skill for 4.21 VXGI 1.
I can upload 4.19 if anyone wants that, it has everything 0lento merged in GW with VXGI 1 instead. It's a built local version though so like 15gb dl.
Comment
-
Originally posted by formatmezzz View Post
just upload the branch onto github i would like this thanks, maybe 0lento can get VXGI 1 merged in with newer 4.20+
Last edited by Cytokinetik; 02-10-2019, 05:10 AM.
Comment
-
Originally posted by Gallonmatekarma4jake you can't share ue4 source code openly like that. You risk losing your entire UE4 account lol. You can only share it privately with other UE4 licensed users, or through a proper forked git.
Comment
-
I mean I'm not too familiar with git but why can't you just fork from UE4 and create new file/upload your files as a new branch.
I don't personally use gameworks right now, I just didn't want to see anyone get in trouble, but I also don't want to see you waste hours rebuilding a repository if you don't need too.
Maybe 0lento has some tips.Last edited by Gallonmate; 02-10-2019, 05:55 AM.
Comment
-
Originally posted by Gallonmate View PostMaybe 0lento has some tips.
Sometimes these GameWorks branches don't have all things setup for gitignore so it will also ignore some needed binary files but can't tell how it was on VXGI. I personally avoid issues like these most of the time by doing the merges in place so those binaries will be included regardless. If some files do get left behind, you just have to manually edit the .gitignore.
All this being said... karma4jake how on earth did you manage to merge VXGI 1 without git? There are tons of changes all around the engine for this so doing it manually must have taken ages (plus it's more error prone).https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
Comment
-
Ya it took several hours because 4.19 had shader and camera matrix changes from 4.18, so I had to change a few things around in the code. I think 4.20 has more of these changes so I am not sure about going any further with it. I even used Notepad++ instead of github lol.Last edited by Cytokinetik; 02-11-2019, 08:19 AM.
Comment
Comment