Originally posted by MrMaster
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NVIDIA GameWorks Integration
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Originally posted by Mike.Skolones View PostYes, 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 Gandosh View PostWow. I didn't see that coming xD Any news on Hairworks and Faceworks?
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Originally posted by Mike.Skolones View PostThe 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?NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by Mike.Skolones View PostThe 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?
_edit_
right now im having really bad time placing alpha planes all over my character head and texturing them one by one haha.
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Originally posted by Mike.Skolones View PostYes, 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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None of the furs is mapped to any of the growth mesh vertices.)
Flawless export but I am now back to the old error.
File open error
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
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Originally posted by Mike.Skolones View PostNote 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."
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Originally posted by MrMaster View PostAs 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.
New viewer and plugins work well. Heres a quick test I did:
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)
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Originally posted by GalaxyMan2015 View PostJust 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.
Cheers.
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