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    Originally posted by darthviper107 View Post
    Refractive materials are something that require a bigger change to the rendering system of the engine, which is something that Epic is working on.
    Great news! I hope this comes with the promised anisotropic shading very soon so we can use them all very well and VXGI and HairWorks will work fine then.

    Comment


      How does specular tracing work? Is it like SSR or can it reflect things that is not rendered in the view?

      Would really like to see some examples of how it might look if someone would try it for me. I'm mainly interested in the quality of the reflections.

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        Since the GI is already tracing bounces, it uses that for reflections. But the detail won't be as good as other reflection options since the quality is controlled by the voxel density.

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          Is there a way to open up projects worked on in 4.7.6 in the VXGI build (or move the VXGI build to 4.7.6)? It's only compiling the engine as 4.7.4 for me after merging the branches, and while it loads all the individual assets, the map file itself crashes the editor and I suspect it's the version mismatch (happens when migrating the project to another machine with a clean 4.7.4 build as well).
          Last edited by Zero-Night; 05-14-2015, 01:51 AM.

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            Originally posted by tim.holm View Post
            How does specular tracing work? Is it like SSR or can it reflect things that is not rendered in the view?

            Would really like to see some examples of how it might look if someone would try it for me. I'm mainly interested in the quality of the reflections.
            Originally posted by darthviper107 View Post
            Since the GI is already tracing bounces, it uses that for reflections. But the detail won't be as good as other reflection options since the quality is controlled by the voxel density.
            I hope we won't see voxels in reflections:

            Click image for larger version

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              Originally posted by PLASTICA-MAN View Post
              I hope we won't see voxels in reflections:

              [ATTACH=CONFIG]39347[/ATTACH]
              You don't. The reflections are actually very high quality, and provide much more overall detail than SSR. That being said, they bring detail to the scene, but are not high resolution themselves. They work poorly with materials that are smoother than 0.2 roughness, and are generally poor on a perfectly flat metal surface, such as a metal floor without normal mapping.

              Comment


                Originally posted by Blakblt View Post
                You don't. The reflections are actually very high quality, and provide much more overall detail than SSR. That being said, they bring detail to the scene, but are not high resolution themselves. They work poorly with materials that are smoother than 0.2 roughness, and are generally poor on a perfectly flat metal surface, such as a metal floor without normal mapping.
                In case you didn't notice, this slide comes from NVIDIA VXGI slideshow and they are discussing those issues and how to solve them. Here is what they proposed:

                Click image for larger version

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                Click image for larger version

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                Well it may be no problem for static objects but when objects move, this is anotehr story, especially when the moving objects are dynamic GI sources using two bounces when they move. It is a common problem for many dynamic GI proposed solutions even the one I stumbled on for Cryengine using two bounces when objects move and cast reflections (here it is even more complicated since the moving objects are dynamic GI sources using two bounces when they move). Here I highlighted that way back in my comment:
                https://forums.unrealengine.com/show...l=1#post173638
                and I hope VXGI will find great solution so we won't encounter such ugly pixel on reflections of moving objects

                Also about about single bounce specular: VXGI did encounter some problems with some indirect specular coming from indirectly lit areas having objects not rendered in screen-space since it uses only one bounce, I really hope now that they will solve this with their multi-bounce solution.

                Comment


                  Originally posted by PLASTICA-MAN View Post
                  In case you didn't notice, this slide comes from NVIDIA VXGI slideshow and they are discussing those issues and how to solve them. Here is what they proposed:

                  [ATTACH=CONFIG]39421[/ATTACH]

                  [ATTACH=CONFIG]39422[/ATTACH]

                  Well it may be no problem for static objects but when objects move, this is anotehr story, especially when the moving objects are dynamic GI sources using two bounces when they move. It is a common problem for many dynamic GI proposed solutions even the one I stumbled on for Cryengine using two bounces when objects move and cast reflections (here it is even more complicated since the moving objects are dynamic GI sources using two bounces when they move). Here I highlighted that way back in my comment:
                  https://forums.unrealengine.com/show...l=1#post173638
                  and I hope VXGI will find great solution so we won't encounter such ugly pixel on reflections of moving objects

                  Also about about single bounce specular: VXGI did encounter some problems with some indirect specular coming from indirectly lit areas having objects not rendered in screen-space since it uses only one bounce, I really hope now that they will solve this with their multi-bounce solution.
                  I noticed that it was official, but in gameplay the voxels are hard to notice. People who develop digital content will pick out every little detail, but when you sit down and play a game/watch an animation, small amounts of light leaking or voxels in reflections are minor enough that they aren't seen unless you're looking for them. And yes, moving objects do pose more issues, but I haven't encountered any visual artifacts that are really major issues. The exception to that is specular tracing with only one bounce, but that's something that is a problem in itself.

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                    Click image for larger version

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                    So I compiled a build of VXGI for 4.7.6 and while it seems to have identical results as the 4.7.4 build in the test scenes included, I've been having some difficulty getting it to display properly in my own scene. Specifically, I've been running into a lot of light bleeding, and the reflections don't seem to work. I know it's probably a setting I haven't set properly, so figured I would just ask here if there were any obvious solutions.

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                      Is there any news of hairworks for ue4? I'm very interested in giving it a test, I often feel like fur is under developed in 3D and it would be pretty great to finally have something
                      to work with : D

                      Comment


                        Hi,guys please do something with shader compiling it is too slow. I realy like VXGI and I'm planning to make my project with VXGI.Please do something with it. And btw 2nd bounce looks great
                        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


                          What happen to Turf Effects? It seem to disappear from the radar. Can Turf Effect simulate flowers or is it currently limited to grass?
                          TOUR of DUTY

                          Comment


                            Hello friends,

                            Very sorry for the long delay and my absence from the forum lately, things have been busy with travel, etc. I'm happy to announce that the first-pass integration of HairWorks is up on Github now, https://github.com/NvPhysX/UnrealEngine/tree/HairWorks. There are plenty of issues yet to be resolved, we're not happy with the shadows and aliasing, and there are other rendering artifacts here and there. Also, this first pass is implemented using Blueprints for managing and tuning the hair assets, and we expect this will change in the near future, so please don't expect any assets you create with this first-pass integration to be future-proof. Be sure to plug in an Xbox controller when running the HairWorks map, the controls are blueprinted to the controller buttons right now; we'll create a keyboard map in a future pass.

                            Thanks,
                            Mike

                            Comment


                              Originally posted by SonKim View Post
                              What happen to Turf Effects? It seem to disappear from the radar. Can Turf Effect simulate flowers or is it currently limited to grass?
                              One reason why Turf Effects dropped off the radar is that we need to resolve issues with transparency that limit it from being able to do anything other than grass.

                              Comment


                                Originally posted by Blue man View Post
                                Hi,guys please do something with shader compiling it is too slow. I realy like VXGI and I'm planning to make my project with VXGI.Please do something with it. And btw 2nd bounce looks great
                                We've had people looking at this problem for several weeks now, but it is a tough nut to crack. It seems that we can't do much to reduce the actual shader compile times, so we are looking to minimize the number of recompiles forced on you when you make a change.

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