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Originally posted by TK-Master View PostSo I played quite a bit with WaveWorks todayso 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?
Do you mind sharing your material setup?
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Originally posted by Errvald View Post
It is a really cool sample, you should try it out!
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Can someone briefed on the issue tell me which parts of Nvidia's GameWorks have DXC implementations (i.e. not Cuda-only)?
I've been very impressed by EPIC's push for a GPU vendor independency of UE4 (especially with more complex rendering and simulation stuff like GPU particles coming to the party) and anything that detracts from that is a step back IMO. Don't get me wrong, it's always good to have options for those who seek them, but in a form of plugins and third party codebases.
I hope that anything CUDA related stays away from any deeper UE4 integration.
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Originally posted by Errvald View PostLooks a lot different from their official video though.
Also this is early in the works, all I did was play with some colors and adjust the post process effects really
The point is, you just plug WaveWorks to your material and you have awesome realistic wave displacement which has parameters you can adjust (like wind speed etc.) but the rest of the material doesn't really need to be done by WaveWorks..
WaveWorks makes the simulation, you define the look.
Originally posted by order66 View PostLooks pretty nice!
Do you mind sharing your material setup?
You will need the UE4 branch with WaveWorks posted by Mike.Skolones for it to work.
TestProject.rar
Originally posted by Mike.Skolones View PostThe 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.I would love to see a boat demo project!
4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
WIP Interactive Water Shader, WIP 2D Water Sim
WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD
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Originally posted by Terrian View PostCan someone briefed on the issue tell me which parts of Nvidia's GameWorks have DXC implementations (i.e. not Cuda-only)?
I've been very impressed by EPIC's push for a GPU vendor independency of UE4 (especially with more complex rendering and simulation stuff like GPU particles coming to the party) and anything that detracts from that is a step back IMO. Don't get me wrong, it's always good to have options for those who seek them, but in a form of plugins and third party codebases.
I hope that anything CUDA related stays away from any deeper UE4 integration.
Mike has mentioned they are working on alternate implementations of most of the features, but there is no news yet on how long that will take. I see no problem with them integrating 2 versions into UE4, one that uses an alternate method, and another that can be used with CUDA. It would be great if both versions were GPU based, but I am not sure if that will be possible.
That's as much as I know at this point, Mike will be able to answer in further detail though, so keep an eye out for that.Last edited by DotCam; 01-04-2015, 12:12 PM.
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I could be wrong, but I guess if nvidia would want to they could implement everything which works in CUDA also in opencl. They just use CUDA because of better marketing against AMD.Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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Originally posted by John Alcatraz View PostI could be wrong, but I guess if nvidia would want to they could implement everything which works in CUDA also in opencl. They just use CUDA because of better marketing against AMD.
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Sounds reasonable, but what is this "DXC"? Google told me it means "DXCompute" and it seems to be an alternative to CUDA and OpenCL but DXC is only mentioned in context with Nvidia. So is DXC developed by Nvidia? Why is it so hard to find information about DXC? Why do all (or most) programs use either CUDA or OpenCL (or both), but not DXC? Is DXC same "open" als OpenCL and does DXG also runs great on AMD GPUs (same performance as on equal Nvidia GPUs)?Last edited by John Alcatraz; 01-04-2015, 04:35 PM.Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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Yes, perhaps I should call it 'Direct Compute',or "DC". I don't know, I've heard it several ways.
http://en.wikipedia.org/wiki/DirectCompute
DirectCompute is a more recent arrival than CUDA or OpenCL, appearing in DX10 and DX11, so games with earlier DX versions may have used CUDA or OpenCL for GPU computing. DirectCompute is not 'developed by NVIDIA', it is a Microsoft technology supported by NVIDIA through the GeForce driver system.
https://developer.nvidia.com/directcompute
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So it only works on Windows... That's sad, since UE4 does a great job in supporting other platforms. And gameplay depending features should work on all platforms the same way.Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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Originally posted by John Alcatraz View PostSo it only works on Windows... That's sad, since UE4 does a great job in supporting other platforms. And gameplay depending features should work on all platforms the same way.
Although it is certainly feasible over the long term that all core features will work the same way on all platforms, at any given time some platforms will have greater capabilities than others. You can't expect the same features and performance from a mobile chip or from last year's console as from a latest generation enthusiast-quality PC. Demanding the same content on all platforms means settling for less on platforms of greater capability. An alternative is to have core gameplay elements in common across platforms, but scale the effects to suit the platform.Last edited by Mike.Skolones; 01-04-2015, 05:05 PM.
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with "other platforms" I thought about Linux and MacCUDA will only run on Nvidia and DXC will only run on Windows... So AMD Users on Linux and Mac are the one that are missing support. I dont care about consoles and mobile
With OpenCL you could enable support for all platforms.Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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