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    Originally posted by MrMaster View Post
    Is the stand alone viewer different from what is available at https://developer.nvidia.com/gameworksdownload ?
    Yes, it's a new version 1.1. Please sign up for an account at http://devsupport.nvidia.com (a less formal repository for releases than the GameWorks web site) by clicking on the button labeled 'Create a New Account', and send me a private message on this forum telling me the email address you used for the account.

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      OMG that looks awesome! Even better than expected1

      I was thinking translucency might benefit from the tech as well. Nice to see you alreading have something in that direction running.

      Nice job!

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        Wow. I didn't see that coming xD Any news on Hairworks and Faceworks?
        Pursuit of Realistic Cinematic scene.

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          Originally posted by Mike.Skolones View Post
          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?
          I think pushing out the first pass would be overall beneficial. It would get the community learning the shaders and giving feedback. A few artifacts won't be prohibitive to testing the waters (pun intended).

          Comment


            Originally posted by Gandosh View Post
            Wow. I didn't see that coming xD Any news on Hairworks and Faceworks?
            The Faceworks integration has been seriously stalled by competing priorities. On Hairworks I get to sound like a broken record..."very soon...within 2 weeks...". For Hairworks we are having an internal debate about whether we need to make certain changes before pushing a first release out the door, or whether we can release it without the changes. The risk is that if we don't do these changes, it's possible that after we do you would have to import and tune your assets again, because we might not be able to guarantee forwards compatibility of the code paths. What do you think?

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              Originally posted by Mike.Skolones View Post
              The Faceworks integration has been seriously stalled by competing priorities. On Hairworks I get to sound like a broken record..."very soon...within 2 weeks...". For Hairworks we are having an internal debate about whether we need to make certain changes before pushing a first release out the door, or whether we can release it without the changes. The risk is that if we don't do these changes, it's possible that after we do you would have to import and tune your assets again, because we might not be able to guarantee forwards compatibility of the code paths. What do you think?
              I think as long as its documented that the release is experimental and is subject to change that will potentially break previous assets, then I don't have a problem with it being released earlier.
              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
                The Faceworks integration has been seriously stalled by competing priorities. On Hairworks I get to sound like a broken record..."very soon...within 2 weeks...". For Hairworks we are having an internal debate about whether we need to make certain changes before pushing a first release out the door, or whether we can release it without the changes. The risk is that if we don't do these changes, it's possible that after we do you would have to import and tune your assets again, because we might not be able to guarantee forwards compatibility of the code paths. What do you think?
                Oh im fine with that. If you mean tuning my asset "again" just like hairviewer yeah im absolutely fine with that.
                _edit_
                right now im having really bad time placing alpha planes all over my character head and texturing them one by one haha.
                Pursuit of Realistic Cinematic scene.

                Comment


                  Originally posted by Mike.Skolones View Post
                  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?
                  I would very much like to have it sooner than later. I am looking very much forward to playing with water.

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                    Wow, that looks really great!

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                      None of the furs is mapped to any of the growth mesh vertices.
                      I got rid of it by setting transform and rotation to zero (freeze transform). (another prerequisite found )
                      Flawless export but I am now back to the old error.
                      File open error
                      As it looks like the HairDescriptor has changed, I can´t test with the 1.1-viewer.

                      However, somehow my FlightControler wants to play with the new viewer too and rotates arround all the time.
                      Interesting that the axes are changed by the same number.
                      NVIDIA HairWorks Version v1.1.0

                      INFO: HairWorks SDK initialized OK
                      manual-build.WIN764BU-78C12E.Wed 04/29/2015.10:31:07.50.x64.release
                      Axis changes: 2 -32768
                      Axis changes: 3 -32768
                      Axis changes: 4 -32768
                      Axis changes: 6 -32768

                      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."
                        Are you gonna release this sample in UE when its ready?

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                          Is it a priority to move the gameworks branches to 4.8 when its released or do you think that they will lag behind on 4.7.4 for some time?

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                            Originally posted by MrMaster View Post
                            As it looks like the HairDescriptor has changed, I can´t test with the 1.1-viewer.

                            However, somehow my FlightControler wants to play with the new viewer too and rotates arround all the time.
                            Interesting that the axes are changed by the same number.
                            Just in case you haven't looked. Mike uploaded the v1.1 of the plugins for 3dsmax and Maya to the same place. 64-bit only at this time.

                            New viewer and plugins work well. Heres a quick test I did:

                            Click image for larger version

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                            Now just waiting on integration to test in engine.
                            Last edited by GalaxyMan2015; 05-07-2015, 05:07 AM.
                            NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                            Feel free to Donate if you wish to support me

                            Comment


                              Can I somehow speed up shader compiling becouse is taking too long.
                              Assets: Military Ammunition (Released)
                              Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
                              Projects: Giants Of Destruction

                              Comment


                                Originally posted by GalaxyMan2015 View Post
                                Just in case you haven't looked. Mike uploaded the v1.1 of the plugins for 3dsmax and Maya to the same place. 64-bit only at this time...snip.
                                Thanks for pointing that out. I thought all downloads are displayed. Going to the hairworks-section revealed the plugins.

                                Cheers.

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