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    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.

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      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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        I can't get VXGI 2.0 (4.21 integration) to work in VR. Is there a trick to it?
        Zoltan Erdokovy, Sr. Technical Artist

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          I can't access the unreal gameworks git for some reason, I've linked my account as shown here Click image for larger version  Name:	unrealproof.PNG Views:	1 Size:	20.2 KB ID:	1601394 . I can access the normal gameworks just not the unreal stuff.
          Last edited by Iammeabc; 04-01-2019, 09:50 AM. Reason: Edit: Nevermind i never joined the epic games git

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            By the way 0lento , I imagine that at this point UE 4.22's rendering backend has changed so much that there's not much of a possibility of VXGI2 ports to 4.22 and up unless Nvidia update their branch, right? Though I suppose it's pretty much invalidated by the presence of RT creeping into UE anyhow.

            I guess I'll have to start messing around with RT in UE once nvidia pushes out those DXR drivers sometime now in April.
            (For anyone unaware: Nvidia is pushing a GTX Raytracing driver sometime now in April, which'll enable DXR on older Gpus. ( 1060 6GB and stronger, basically. )
            Which will let us use the RT features in unreal, though massively slower than on a RTX card. )

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              Originally posted by ax448 View Post
              By the way 0lento , I imagine that at this point UE 4.22's rendering backend has changed so much that there's not much of a possibility of VXGI2 ports to 4.22 and up unless Nvidia update their branch, right?
              This is a valid concern. I'm afraid it might affect other GW techs too, not just VXGI and Nvidia has pretty much dropped the ball for these integrations lately. I hope they can start updating them again.

              I'm about to start a test run to check on how these techs look for 4.22 now, will see if I manage to get any of them in easily.
              Last edited by 0lento; 04-02-2019, 03:59 PM.
              https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                After all, on top of the whole RT thing, they are doing some overhauls to the mesh renderer in general as well. (ie the 'Mesh Drawing Pipeline Refactor' )
                And yeah, it's a huge shame that Nvidia hasn't done much with the Gameworks-branches lately. (Though I suppose understandable, since it seems like their engineers are crunching at overtime on RTX, which I suspect is going to continue for the foreseeable future.)

                Good luck with the testing, and as always: Thanks for the work you've been putting into updating and maintaining these branches.

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                  I got Flow to run on 4.22 but it doesn't render anything visible. This is expected as it will require the FMeshPassProcessor change from 4.22 rendering refactor for it's custom rendering setup. It does show the simulation on the particle mode as it will use regular UE4 materials and rendering then. I've dumped the wip branch here (see the readme for further details):
                  https://github.com/0lento/UnrealEngi.../4.22-Flow-WIP

                  I won't even try porting VXGI as it's whole another level task + it will require way bigger changes on the rendering side. Flow is still doable if someone has time to figure out what is involved on the 4.22 change (actual rendering code isn't big here).
                  Last edited by 0lento; 04-03-2019, 08:20 AM.
                  https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                    Yeah, that's entirely understandable.

                    It's a shame that this is pretty much the end for VXGI atleast, but I imagine it won't be long until RT can do everything VXGI did, and more.
                    But yeah, I do wonder how much they care about the unreal branches nowadays, VRworks is just languishing off in 4.18, for example.

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                      Well, they pretty much stopped updating most techs in 4.19. We got 4.20 version for Blast eventually (had to manually port it first) and 4.21 version for VXGI2 branch (so VXGI2 + HBAO+), but rest have been upgraded by the community to 4.20 and 4.21.
                      https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                        Hey 0lento, thanks so much for all the work you've done on this! What's the possibility of flex for 4.22?

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                          Originally posted by 0lento View Post
                          Well, they pretty much stopped updating most techs in 4.19. We got 4.20 version for Blast eventually (had to manually port it first) and 4.21 version for VXGI2 branch (so VXGI2 + HBAO+), but rest have been upgraded by the community to 4.20 and 4.21.
                          can merge Hairworks to 4.22 ?

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                            Flex, HairWorks, VXGI are all no go unless someone comes up with some way to port stuff easily from old custom rendering to new one. Epic hasn't even made any guide for this but I do know the places where to look for this in engine code. FleX additionally requires all physics changes fixed from 4.21 (which was main reason why there were no 4.21 FleX) so FleX isn't happening at all unless Nvidia or some other community member does it. If Epic chooses to give me a grant to upgrade my computer, I could take another look at FleX but that wouldn't really solve the rendering issue on 4.22.

                            At this point, ball is at Nvidia. If they publish 4.22 versions for any of these techs I'll happily merge them and possibly upgrade to upcoming ue4 versions but manually upgrading each GW techs rendering side (which is something I have very little experience with to begin with) isn't happening from my end. :/
                            https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                              0lento - Have you applied for a grant?

                              IMO you definitely deserve it!
                              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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                                Originally posted by n00854180t View Post
                                0lento - Have you applied for a grant?
                                I did apply for the minimum possible amount (5k) on the new one, just to get better computer for engine compiles. I did apply on the old dev grant system too but never heard back from Epic so not really expecting anything =D But it's worth a try. Better not to speculate who is worthy tho, they got their own criteria on this.
                                Last edited by 0lento; 04-04-2019, 09:17 PM.
                                https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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