Originally posted by The_Distiller
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You would have to implement a new/custom shading model, sure. Ehamloptiran already implemented the Kajiya-Kay model successfully (post 19-21). So what do you mean it can't handle it?
https://forums.unrealengine.com/show...=hair+solutionLast edited by The_Distiller; 02-25-2015, 05:47 PM.
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Originally posted by The_Distiller View PostYou would have to implement a new/custom shading model, sure. Ehamloptiran already implemented the Kajiya-Kay model successfully. So what do you mean it can't handle it?
https://forums.unrealengine.com/show...=hair+solution
In some content example map, they talk about it and how the engine can't get real anisotropic shading in metals, let alone in hair and that they are using some AA technique to mimic it and they talked about it in a twitch live stream too (talking about SSSSS and Fortnite, maybe the stream about 4.5 if I remember correctly). You can check that.
I always checked Ehamloptiran work and it was great (I wonder what hapepned to him since we didn't see him for a long long time and I hope he is fine and comes back). There is no way he has anisotropic shading in his model and it is not visible in his work. In fact, he asked to get the code to integrate Nvidia hair works in his model but they refused so He turned toward ATI and got TressFX from them and his work is based on it. Both Nvidia Hair works and TressFx don't have anisotropic shading. In fact if Epic succeeds in putting it correctly for metals, this is already a very big thing.
Edit: Here is a quick confirmation I just found now: https://forums.unrealengine.com/show...tropy-material
You can find more and more by yourself !
Edit: Found it, starts around 52:30: http://youtu.be/DQt_OopZadI?t=52m30s
Also found it at content examples under Material_Experimental Level:
[ATTACH=CONFIG]27083[/ATTACH]Last edited by Nudlegaru; 02-25-2015, 06:34 PM.
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Originally posted by Mike.Skolones View PostIs that a vote for FW integration?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'm well aware of what anisotropic shading is, and I remember that stream. All that these two sources state though is, that it is currently not supported.
As you can see in these AMD slides, TressFX very well uses an anisotropic lighting model. In fact is uses exactly the two methods I mentioned. Check page 7:
http://www.slideshare.net/DevCentral...7-billbilodeau
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Originally posted by Cube2222 View PostGonna put this into the first post, and edit it a little bit to make it more descriptive about this threads purpouse.
We would have to leave a long re-director, like 10 days or so... It's outgrown a feature request, but might be more trouble than it's worth to move it. I'll leave it up to you, maybe we can get some feedback from those who are posting here as to where it belongs?
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Originally posted by Mike.Skolones View PostHi,
I've been discussing the shadow issues with one of the VXGI engineers, and he thinks he sees what is going on, and believes he has a fix for it. We'll try to get it in there ASAP, but please understand that this is a very busy week with preparation for GDC.
One thing I've noticed lately is that it is becoming more and more of a challenge to keep up with all of the substantial support issues raised here, because the discussion gets mixed in with general questions, and the threads are all intertwined. I think it would make sense to move this shadow issue, and any other big topics, over to the 'issues' feature on Github (https://github.com/NvPhysX/UnrealEngine/issues ). Would this work for you? If you are willing, please summarize your findings on shadows with point lights, spot lights, etc., as an issue, and then I'll see if I can get the VXGI engineers to participate directly. You might separate out translucency and particles into separate issues, if that makes sense to you.
It is a bit inefficient for me to act as intermediary, I think we can make progress much more quickly if we organize the conversation. What do you think?
Thanks,
Mike
Although the reason I was posting the issues here is that I'm hoping other members of the community who may have some insights into the code would be able to come up with their ideas or solutions.
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Originally posted by The_Distiller View PostI'm well aware of what anisotropic shading is, and I remember that stream. All that these two sources state though is, that it is currently not supported.
As you can see in these AMD slides, TressFX very well uses an anisotropic lighting model. In fact is uses exactly the two methods I mentioned. Check page 7:
http://www.slideshare.net/DevCentral...7-billbilodeau
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@PLASTICA-MAN:
That's why Ehamloptiran integrated a custom lighting model. Which is of course necessary, as I wrote in my second post.
From his thread:
"...since I am compositing the hair in the translucency pass, basically need to do standard forward rendering lighting/shadowing."
"I moved to the translucency stage and am rendering using a kind of forward renderer with a custom lighting model."
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Originally posted by The_Distiller View Post@PLASTICA-MAN:
That's why Ehamloptiran integrated a custom lighting model. Which is of course necessary, as I wrote in my second post.
From his thread:
"...since I am compositing the hair in the translucency pass, basically need to do standard forward rendering lighting/shadowing."
"I moved to the translucency stage and am rendering using a kind of forward renderer with a custom lighting model."
--Mike
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Originally posted by DotCam View PostAlso Cube, it might be a huge hassle, but this thread is not really in the correct forum. At this point it would make more sense for it to be in the Engine Source & Github section, or maybe Rendering? Not sure.
We would have to leave a long re-director, like 10 days or so... It's outgrown a feature request, but might be more trouble than it's worth to move it. I'll leave it up to you, maybe we can get some feedback from those who are posting here as to where it belongs?
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@ Mike, lol how did your firm manage to get Turbulence, Rain effects FACEWORKS (that I have never seen in any game yet) and other stuff on the dinosaur -should be extinct- UE3 and not on the mighty UE4?
Really sounds weird, or maybe a marketing move since devs still use UE3 and Batman is a famous and profitable game (thus forcing people to get better NVidia cards to run your effects) while UE4 is still not maintsream and didn't conquer the market yet?
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Originally posted by PLASTICA-MAN View Post@ Mike, lol how did your firm manage to get Turbulence, Rain effects FACEWORKS (that I have never seen in any game yet) and other stuff on the dinosaur -should be extinct- UE3 and not on the mighty UE4?
Really sounds weird, or maybe a marketing move since devs still use UE3 and Batman is a famous and profitable game (thus forcing people to get better NVidia cards to run your effects) while UE4 is still not maintsream and didn't conquer the market yet?
if I remember correctly they are using a heavily modified version of UE3 they probably have the source code for the UE3, so it is possible for them to do/add anything they would like. Really excited for this game looks fantastic! I do sense a disturbance in the Force PLASTICA-MAN maybe you are on the red team?or is my Yoda whiskers mistaken...
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