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    I now realized that I'm using hairworks 1.2. It is still the active link at this page:

    https://developer.nvidia.com/hairworks

    How do I download 1.4?

    It seems like 1.2 isnt saving out usable files for me.

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      Originally posted by Sarevok View Post
      I now realized that I'm using hairworks 1.2. It is still the active link at this page:

      https://developer.nvidia.com/hairworks

      How do I download 1.4?

      It seems like 1.2 isnt saving out usable files for me.
      https://github.com/NVIDIAGameWorks/HairWorks
      NVIDIA HairWorks 1.4 beta

      https://developer.nvidia.com/gamewor...arch=HairWorks
      HairWorks plug-in for Maya and 3ds Max

      https://github.com/niexuchina/Unreal...9-HairWorks1.4
      Unreal Engine 4.19.2 for HairWorks 1.4 beta

      https://github.com/NvPhysX/UnrealEngine/tree/HairWorks
      Unreal Engine 4.16.3 for HairWorks 1.3

      Comment


        HairWorks 1.4 = https://www.youtube.com/watch?v=uukXXpRQpNA ?

        Comment


          Originally posted by 0lento View Post
          Is this still an issue? I don't remember if you can disable WaveWorks with some console parameter. I wasn't aware of WaveWorks adding a cost unused though and I don't really have time to investigate it myself now so I put out different branches with and without WaveWorks merge:

          https://github.com/0lento/UnrealEngi...4.21-GameWorks (Blast, Flow, HairWorks, HBAO+, TXAA ad VXGI2)
          https://github.com/0lento/UnrealEngi...orks+WaveWorks (same as above but with WaveWorks)
          This branch is 25 commits ahead, 185 commits behind EpicGames:release.
          Hmm Im not very good at this stuff :/ How stable is this build "as is" ?? Would love to try it.

          Comment


            Originally posted by AngeIV View Post
            This branch is 25 commits ahead, 185 commits behind EpicGames:release.
            It's actually not behind at all, it's just that github doesn't count squashed commits in this case. Basically the commit https://github.com/0lento/UnrealEngi...fd882f93330fdb merges the latest engine changes for 4.21 so you should be good to go. The reason I squash commits like this is because if I just did a regular merges without squashing, it would spam the commit list with those changes instead so people wouldn't know what actual changes the repo does (as the relevant commits would be mixed with the stream of other random commits).

            I recently redid all my physics branches so that I used only latest versions as base directly, for example this https://github.com/0lento/UnrealEngi...e/4.21-Physics and the mentioned https://github.com/0lento/UnrealEngi...4.21-GameWorks are both in sync with 4.21.2 but github only reports the latter to be behind
            Last edited by 0lento; 03-14-2019, 08:41 AM.
            https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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              Originally posted by AngeIV View Post
              How stable is this build "as is" ?? Would love to try it.
              There can be side-effects from running custom repos like these, like mentioned in few previous posts the testing is limited. I mainly test that the repo builds on development conf and see that at least one sample project that uses each merged tech runs and builds fine on Windows shipping conf. If you look back of the comments of this thread lately, few users have had different issues, one noticed that 4.20 repo doesn't build on Debug conf, which I never tested myself so that slipped through. One user noticed WaveWorks giving a cost even unused on 4.21 so I just separated it into different branch now but I don't have time to systematically analyze the effects these techs have for the stock ue4.

              In general the negatives should be minimal but things like mentioned here can slip through and I give no guarantees these things work. I do try to fix all known build issues if I can but that's also limited by my time to put into this as well (I haven't had time to check the 4.20 FleX issue on debug conf for example. It must be a trivial thing to solve unless it's something Nvidia didn't ship required binaries for from their side).
              Last edited by 0lento; 03-14-2019, 08:50 AM.
              https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

              Comment


                Thank You for the answer! i will give it a spin this sunday

                Comment


                  Originally posted by FatmirVaraku View Post
                  I have e question:Why HairWorks not accept light from VXGI?
                  Hey, I have the same problem, did you get solutions?

                  Comment


                    Originally posted by ysp2001 View Post

                    Hey, I have the same problem, did you get solutions?
                    HairWorks not support light from VXGI,but you can light only hair with channel light, from point,spot light etc.

                    Comment


                      https://www.unrealengine.com/en-US/b...es-at-gdc-2019

                      Coming Soon to Unreal Engine:
                      Revealed onstage during the “State of Unreal,” Chaos is Unreal Engine’s new high-performance physics and destruction system coming in early access to Unreal Engine 4.23. The real-time tech demo is set within the world of Robo Recall. With Chaos, users can achieve cinematic-quality visuals in real time in scenes with massive-scale levels of destruction, with unprecedented artist control over content creation. In addition to the initial feature set, Epic will release demo content for Chaos physics and destruction within the 4.23 window.

                      Comment


                        When will Gameworks RTX be integrated into Gameworks 4.22 engine? Or will it be installed in EPIC 4.22 as a plug-in?

                        Comment


                          Originally posted by 0lento View Post
                          This frankly doesn't surprise me, I haven't test compiled debug build for the engine itself for ages so these things may slip through
                          Ahhh, it's no biggie, I tend not to use Debug builds very often either, it's just handy to have, Development and Shipping config worked perfectly fine and the installed build was able to package a test project of mine in both Development and Shipping, this is the same case with the 4.20 GameWorks branch of yours too (I switched over to it since it has all the other nVidia goodies you've merged in) so that's nice, big thank you for all your work!
                          Last edited by KamikazeXeX; 03-21-2019, 10:21 PM.

                          Comment


                            I searched but couldn't find it, does anyone know how to change the translucency of the water in Waveworks? I'm just working on the example scene but I can't seem to get it to be any more opaque than it is, and it's too translucent right now such that you can see the horizon through the waves.
                            Storyteller - An immersive VR audiobook player

                            Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                            Comment


                              Originally posted by n00854180t View Post
                              I searched but couldn't find it, does anyone know how to change the translucency of the water in Waveworks? I'm just working on the example scene but I can't seem to get it to be any more opaque than it is, and it's too translucent right now such that you can see the horizon through the waves.
                              Hi, You need to dive into the material functions. I think it is in the AboveWaterRefraction function, there is a color parameter, dont remember the name now, but it is a red color, the darker you adjust this red, the less translucent the water becomes. I think it is just not turned public in the blueprint and not added to the construction graph.
                              It is also easier to deal with the blueprint, if you make an instance out of the ocean material.

                              Comment


                                Originally posted by Funkeys74 View Post

                                Hi, You need to dive into the material functions. I think it is in the AboveWaterRefraction function, there is a color parameter, dont remember the name now, but it is a red color, the darker you adjust this red, the less translucent the water becomes. I think it is just not turned public in the blueprint and not added to the construction graph.
                                It is also easier to deal with the blueprint, if you make an instance out of the ocean material.
                                Awesome, thank you I looked at the material but was looking at the opacity node, I'll take a look at AboveWaterRefraction.
                                Storyteller - An immersive VR audiobook player

                                Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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