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    Hi mike,

    Do you know how to integrate APEX/NVIDIA Turbulence into UE4 ?

    https://answers.unrealengine.com/storage/temp/9413-apex.jpg
    Last edited by naserpoor; 05-01-2015, 12:12 AM.

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      Originally posted by naserpoor View Post
      Hi mike,

      Do you know how to integrate APEX/NVIDIA Turbulence into UE4 ?

      https://answers.unrealengine.com/sto.../9413-apex.jpg
      I don't know if it is turbulence per se, but you get the same with GPU particles in UE4.

      Comment


        Originally posted by Blakblt View Post
        Assertion failed: CascadeIndex < ARRAY_COUNT(CascadedShadowDepthZ) [File:c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\PostProcess//SceneRenderTargets.h] [Line: 363]
        As far as I know this happens if the shadow map cascades is set to higher than 3, it might also happen if you set it lower but I didn't bother trying.
        CSM distance hasn't caused me any problems and I haven't tried playing around with the other CSM settings.

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          Originally posted by Number47 View Post
          I don't know if it is turbulence per se, but you get the same with GPU particles in UE4.
          How to create GPU particles that interact whit dynamic objects?

          http://i.ytimg.com/vi/qq3mYmzOelI/maxresdefault.jpg
          Last edited by naserpoor; 05-03-2015, 04:48 PM.

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            Originally posted by naserpoor View Post
            How to create GPU particles that interact whit dynamic objects?

            http://i.ytimg.com/vi/qq3mYmzOelI/maxresdefault.jpg
            I haven't tried it myslf, but GPU particles have a collision module https://docs.unrealengine.com/latest...1_E/index.html, but I am not sure if it produces the effect you want.

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              Originally posted by Mike.Skolones View Post
              No, it's not out yet, that's why I said it was a preview.
              any word on that water shader/ material Mike.Skolones? its been awhile and wanted to know the status of getting that shader/ material for the water with translucency and refraction shown in the demo?

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                Originally posted by BloodFox View Post
                any word on that water shader/ material Mike.Skolones? its been awhile and wanted to know the status of getting that shader/ material for the water with translucency and refraction shown in the demo?
                Yes, the word is that the engineer isn't happy with the shadows and a few other artifacts, and is saying he needs more time. I'd rather push a first pass into the repo, even if there are a few artifacts that will be fixed in the coming days, rather than delay more. What do you think?

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                  Originally posted by Number47 View Post
                  I haven't tried it myslf, but GPU particles have a collision module https://docs.unrealengine.com/latest...1_E/index.html, but I am not sure if it produces the effect you want.
                  The GPU particles offer a limited screen-space collision system.

                  Comment


                    Originally posted by naserpoor View Post
                    Hi mike,

                    Do you know how to integrate APEX/NVIDIA Turbulence into UE4 ?

                    https://answers.unrealengine.com/sto.../9413-apex.jpg
                    We do have someone working on that, but I don't have an ETA. So many projects in flight at the same time, it's difficult to get the schedule under control. But if you are seriously interested, I'll see what I can do to speed things along.

                    Comment


                      Originally posted by MrMaster View Post
                      Just a question from a hobbyist...
                      What is the requirement for a curve to be successfully exported for hairworks?
                      I made a sphere, a curve and snapped its cv on a vertex as a quick test. Didn't work out.
                      All I got from the FurViewer was "error importing file".

                      The tutorial video states that shave&haircut fullfills the requirements, but doesn`t state what they are nor does the documentation.
                      I'll bring this to the attention of the tech artists familiar with Hair. By the way, we have a new release of the stand-alone HairWorks library and viewer available, but you have to sign up for an account at http://devsupport.nvidia.com in order to access it. Please send me a private message to sort out the account details if you are interested. The new build should be integrated into UE4 soon...I was hoping it would have been done weeks ago, but there have been many challenges with shadows, anti-aliasing, etc.

                      Comment


                        Originally posted by paulv2k4 View Post
                        Ah.

                        I guess my big concern is, if I go ahead using Flex, I may never have a DirectCompute when i complete the project or it may change things. Looks like I will have to take a different approach.
                        What is the timeline for your project, the drop-dead date for DX Compute support?

                        Comment


                          Originally posted by PompeyPaul View Post
                          I asked about this yesterday. Apparently it doesn't and performance was seen as a possible issue as it has to create new geometry at run time. I did get someway in implementing Matthias Mueller's paper which describes their approach to real time fracturing, and had a version running in Unreal. In the end it didn't really give me much more than the built in Apex Destruction did for my particular game. That said if you wanted super slow mo, camera close in fracturing then it did look truly incredible. The paper can be found here: http://matthias-mueller-fischer.ch/p...tureSG2013.pdf
                          It's still and R&D topic on our side. Making a viable product is much more time consuming than publishing pure research.

                          Comment


                            Work-in-Progress: VXGI Multi-bounce!

                            Note that the image below is not from UE4, it's from our VXGI sample application.

                            From one of the VXGI developers:
                            "These images are rendered with the latest version of VXGI, which supports multiple indirect bounces (right column) and with single bounce for comparison (left column). One spot light, no ambient, no light maps, no SSAO.
                            While multibounce support was primarily added to improve diffuse and specular lighting, it plays really well with refractions too. While we already have support for multibounce in UE, there are no such refractive materials there yet....so it's not quite ready for release yet."

                            Click image for larger version

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                            Comment


                              Originally posted by Mike.Skolones View Post
                              Note that the image below is not from UE4, it's from our VXGI sample application.

                              From one of the VXGI developers:
                              "These images are rendered with the latest version of VXGI, which supports multiple indirect bounces (right column) and with single bounce for comparison (left column). One spot light, no ambient, no light maps, no SSAO.
                              While multibounce support was primarily added to improve diffuse and specular lighting, it plays really well with refractions too. While we already have support for multibounce in UE, there are no such refractive materials there yet....so it's not quite ready for release yet."
                              Looking very nice, looking forward to integration, will be interesting to compare my game with single bounce and multi bounce
                              NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                              Feel free to Donate if you wish to support me

                              Comment


                                Originally posted by Mike.Skolones View Post
                                I'll bring this to the attention of the tech artists familiar with Hair.
                                Thank you Sir, though I had found out that I am to blame here.
                                I had overlooked that curves have to be linear.
                                Instead I am hitting now another error-message.
                                None of the furs is mapped to any of the growth mesh vertices.
                                Originally posted by Mike.Skolones View Post
                                By the way, we have a new release of the stand-alone HairWorks library and viewer available, but you have to sign up for an account at http://devsupport.nvidia.com in order to access it.
                                Thank you for the update. I have access and will take a look.
                                Last edited by MrMaster; 05-06-2015, 09:58 AM.

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