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    #76
    Is a FlameWorks integration planned as well?
    ArtStation

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      #77
      Originally posted by The_Distiller View Post
      Is a FlameWorks integration planned as well?
      By the end of this month they will integrate VXGI, Turf Effects and FleX. (yay)

      Not sure about Flameworks.
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        #78
        Originally posted by The_Distiller View Post
        Is a FlameWorks integration planned as well?
        We plan to integrate FlameWorks too, but I don't have a target date for that yet.

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          #79
          Thanks for the info Mike!
          ArtStation

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            #80
            Originally posted by ryanjon2040 View Post
            By the end of this month they will integrate VXGI, Turf Effects and FleX. (yay)

            Not sure about Flameworks.
            I went crazy when I read this... You are absolutely awesome out there in NVIDIA, implementing all this in one month.

            However again the question comes to my mind, will it be cross-platform with a huge performance boost on NVIDIA gpu's, or NVIDIA-only?

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              #81
              Wow, this is amazing news! Didn't expect these integrations to occur for quite sometime.. And incredibly FleX is among the first to be integrated. Exciting!

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                #82
                Originally posted by Cube2222 View Post
                I went crazy when I read this... You are absolutely awesome out there in NVIDIA, implementing all this in one month.

                However again the question comes to my mind, will it be cross-platform with a huge performance boost on NVIDIA gpu's, or NVIDIA-only?

                Sorry, perhaps you missed my reply from the other day:

                Originally posted by Mike.Skolones View Post
                The short answer is yes, GameWorks features will be supporting DXC and/or CPU implementations for wider compatibility. However, it may take some time to fully release those other implementations, so at least at first, the WaveWorks implementation available on Github/Unreal is based on CUDA.
                It might appear like we're doing all of this in a month, but we've been working on the integrations for a while. We're just getting to the roll-out phase now, and some modules will take longer than others.

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                  #83
                  Originally posted by Mike.Skolones View Post
                  Sorry, perhaps you missed my reply from the other day:
                  Sorry, actually not, but I thought it was about waveworks specifically and didn't look again.

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                    #84
                    Originally posted by Cube2222 View Post
                    Sorry, actually not, but I thought it was about waveworks specifically and didn't look again.
                    I see. The goal is for all GW modules to be available on all PCs, but the timing and details depend on the specific features. As they roll out we will continue to refine these features, we will measure and improve performance, and study use cases contributed by developers in the field. It is generally more effective to concentrate effort on a single implementation while improving the fundamentals, and later port for broader compatibility, than it is to do it the other way around.

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                      #85
                      Great to see so much coming from the highly-talented folks at Nvidia! Fingers crossed we'll eventually see HairWorks sooner, rather than later though!

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                        #86
                        I fervently hoped that something like this would happen - awesome!

                        FLeX is going to be insane, and is definitely the one to watch IMO - cloth <-> fluid <-> rigid <-> softbody interactions all working together are going to be *insane* and change things in ways people can't even imagine yet.
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                          #87
                          Turf looks excelsior.
                          Hopefully I won't be so much of a big noob as to be unable to figure out how to implement it.

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                            #88
                            Originally posted by Mike.Skolones View Post
                            My pleasure, hope you find it useful. We'll be adding more sample content and features in the coming weeks, including Gerstner waves for shoreline interaction, boats with buoyancy, etc. We're also working on integrations of the VXGI global illumination system, hair and fur, FleX multi-physics, and grass/vegetation package, among other things.

                            Happy Holidays!
                            Santa? is that you? this is super exciting news! thank you for that


                            Originally posted by n00854180t View Post
                            I fervently hoped that something like this would happen - awesome!

                            FLeX is going to be insane, and is definitely the one to watch IMO - cloth <-> fluid <-> rigid <-> softbody interactions all working together are going to be *insane* and change things in ways people can't even imagine yet.
                            Exactly! the way I see it FLEX is basically next gen game physics.. it's a lot more than eye-candy or a rendering feature like VXGI since this can potentially affect gameplay in a major way.
                            Wish there was more focus on features like this!

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                              #89
                              So I played quite a bit with WaveWorks today so far I'm very pleased with it and it's apparently just one node you add in your water material and it generates foam, normal and displacement!

                              For those interested I uploaded a video showing what I ended up with after a couple of hours in the material editor (should be in 60fps if you use Chrome).



                              Now the question is, are the buoyancy physics implemented? is there an easy way I can add buoyancy to a mesh in C++ or get the Z (height) data? or that feature still needs work to properly work in UE4?

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                                #90
                                Originally posted by TK-Master View Post
                                So I played quite a bit with WaveWorks today so far I'm very pleased with it and it's apparently just one node you add in your water material and it generates foam, normal and displacement!

                                For those interested I uploaded a video showing what I ended up with after a couple of hours in the material editor (should be in 60fps if you use Chrome).



                                Now the question is, are the buoyancy physics implemented? is there an easy way I can add buoyancy to a mesh in C++ or get the Z (height) data? or that feature still needs work to properly work in UE4?
                                The buoyancy physics is not yet implemented in UE4, but it should be straightforward to get the height data and calculate the intersection of the height field with, for example, a convex hull. When we get some extra time I hope to publish a boat sample using a PhysX rigid body for the boat hull, and a pawn controller that applies buoyancy, drag, propulsion, etc., similar to how the vehicle sample uses a pawn to create a PxVehicle.
                                Last edited by Mike.Skolones; 01-04-2015, 01:02 AM.

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