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    Originally posted by PLASTICA-MAN View Post
    Hi Alexey and thank you for the explanation. Could you please upload the application with that dragon at devsupport.nvidia.com/ so we can see how refractions work with two bounces since refractive materials aren't ready for ue4? I was really amazed by sych screens and it would be very kind of you and Mike to let us try it. Thanks.
    Sorry for misleading you, I didn't recall that the dragon was not part of our standard VXGI sample application that will be available on Devzone later this week. We'll try to add it to the sample application ASAP, but we don't have a firm date for that yet. Too much going on to drop everything right now, but it's in the queue.

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      I posted an update to the HairWorks branch, with a couple of fixes to the shader and a new build of the HairWorks DLL.

      Comment


        @Mike thank you for the upcoming dragon sample and for the HairWorks update. I hope VXGI is now not missing any dll so I can download it and compile it.

        @Alexey Are you working with Epic so VXGI won't get conflicts with their Distant Field dynamic GI for 4.8, will it they be compatible or complementary or do we have to disbale DFGI to make place for VXGI? I hope you provide a detailed documentation for how to enable multiple bounces in engine. Thank you for your awesome work you and all of your team.
        Last edited by Nudlegaru; 05-20-2015, 10:21 AM.

        Comment


          Originally posted by PLASTICA-MAN View Post
          @Alexey Are you work with Epic so VXGI won't get conflicts with their Distant Field dynamic GI for 4.8, will it they be compatible or complementary or do we have to disbale DFGI to make place for VXGI? I hope you provide a detailed documentation for how to enable multiple bounces in engine. Thank you for your awesome work you and all of your team.
          Sorry, I don't have any information about the compatibility of upcoming DFGI with VXGI. We haven't started porting VXGI to UE4.8 yet.

          Enabling multiple bounces in UE4 is really easy now, you just have to set r.VXGI.MultiBounceEnable to 1 and make sure that your BaseEngine.ini contains a "bVxgiMultiBounceSupport=true" line.

          Comment


            I have 107 uncommitted changes for VXGI. I try to sync but get "Sync Conflict. Please resolve all conflicted files, commit, then try syncing again."

            What am I doing wrong?

            Comment


              Originally posted by tim.holm View Post
              I have 107 uncommitted changes for VXGI. I try to sync but get "Sync Conflict. Please resolve all conflicted files, commit, then try syncing again."

              What am I doing wrong?
              Are you using the git command shell? If so, do a 'git status' to see what these changes are. You probably ran the setup.bat after switching to the VXGI fork. You could stash the changes (and then delete the stash later, or just forget about it) by doing 'git stash save', then do your 'git pull origin VXGI'.

              Comment


                Hey Mike I've been playing with the latest VXGI for an hour or so and so far it's fantastic! Shader compile times are much faster, having VXGI Voxelation enabled by default saves tons of time with converting projects, and the multi-bounce is working great. I do have one new concern however. Performance seems to have dropped since the previous release. Simple scenes that used to run with 30ms in fullscreen on my gtx 770 are now running with 35-36ms, with or without multi-bounce. When I say simple, I mean like the sample for the FPS template.

                Edit: I just tried out the reflection subway scene, I'm getting 110ms in fullscreen on epic.

                Edit2: VXGI doesn't play well with stationary lights. Shadows are completely ignored for voxelation.

                Edit3: Disabling static lighting and changing all lights to movable increases performance greatly.
                Last edited by Blakblt; 05-20-2015, 06:06 PM.

                Comment


                  Hair works is pretty amazing, i hope it causes a shift away from alphas with fur and hair, they are such a pain in the *** to deal with.

                  Anyway i have a question about the curves that hair works uses as guides.
                  The tutorial for hairworks shows using Shave and a Haircut to groom and make a curve which is rooted at each vertice of the model.
                  My question is, is it possible to use another plugin or program to create those curves?
                  I personally dislike Shave and a Haircut, its grooming tools are pretty clunky and outdated.
                  I've tried XGEN and zbrush in maya to create curves and they seem to make the necessary low cv point curves coming from the surface of the model ok.
                  But i can see the problem with this is the curves aren't mapped to the surface, and they aren't rooted at each vertice of the model.
                  My question is, how can i get hair works to accept the curves which are not mapped or rooted at verts, or how do i 'map' the curves to the surface? how do i get the same effect that shave and a haircut creates.
                  This is the error i get trying to export a set of curves generated from something other than shave and a haircut.
                  I have noticed if i go into cv point mode and move the root point of each curve to a vertice it will export the set of guide curves without this error, but it wont let me open the file in hairworks viewer.
                  Anyway i think being able to use any grooming tool to create the curves is important, grooming always seems underestimated with hair plugins and are often clunky as hell for an artist to use, being able to find a best fit grooming tool to create guide curves for hair works would be really really fantastic







                  Comment


                    Originally posted by lagdog View Post
                    Hair works is pretty amazing, i hope it causes a shift away from alphas with fur and hair, they are such a pain in the *** to deal with.

                    Anyway i have a question about the curves that hair works uses as guides.
                    The tutorial for hairworks shows using Shave and a Haircut to groom and make a curve which is rooted at each vertice of the model.
                    My question is, is it possible to use another plugin or program to create those curves?
                    I personally dislike Shave and a Haircut, its grooming tools are pretty clunky and outdated.
                    I've tried XGEN and zbrush in maya to create curves and they seem to make the necessary low cv point curves coming from the surface of the model ok.
                    But i can see the problem with this is the curves aren't mapped to the surface, and they aren't rooted at each vertice of the model.
                    My question is, how can i get hair works to accept the curves which are not mapped or rooted at verts, or how do i 'map' the curves to the surface? how do i get the same effect that shave and a haircut creates.
                    This is the error i get trying to export a set of curves generated from something other than shave and a haircut.
                    I have noticed if i go into cv point mode and move the root point of each curve to a vertice it will export the set of guide curves without this error, but it wont let me open the file in hairworks viewer.
                    Anyway i think being able to use any grooming tool to create the curves is important, grooming always seems underestimated with hair plugins and are often clunky as hell for an artist to use, being able to find a best fit grooming tool to create guide curves for hair works would be really really fantastic
                    ok you and me are in the same boat. Placing curves on their verts is kind of a pain. I tried to comb "shave and haircut" using Hairguides from zbrush it didn't worked or im doing something wrong. All hairs shrunk and disappeared. Even if i followed the tutorial i'm getting your error.
                    and about that hairviewer error try placing skin on your mesh. Just one bone and skinning even if your model is not animated. I saw a comment about hairviewer import problem :P
                    Click image for larger version

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                    Click image for larger version

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                    Pursuit of Realistic Cinematic scene.

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                      my gawd these pictures are too big...
                      Pursuit of Realistic Cinematic scene.

                      Comment


                        Originally posted by Mike.Skolones View Post
                        I posted an update to the HairWorks branch, with a couple of fixes to the shader and a new build of the HairWorks DLL.
                        Hi Mike

                        I download HairWorks branch of UE4 from GitHub.
                        The project runs correct after I built engine source.

                        Then I import my own .apx or . apb files which is exported from HairWorks_1_0_Viewer, but editor report "Failed to import...Failed to create asset..." like this message.
                        I try to trace source code and find GApexSDK return Serializer as none.

                        Do I miss any key point during the process when create or import the content?

                        Comment


                          Originally posted by Transformers View Post
                          Hi Mike

                          I download HairWorks branch of UE4 from GitHub.
                          The project runs correct after I built engine source.

                          Then I import my own .apx or . apb files which is exported from HairWorks_1_0_Viewer, but editor report "Failed to import...Failed to create asset..." like this message.
                          I try to trace source code and find GApexSDK return Serializer as none.

                          Do I miss any key point during the process when create or import the content?
                          I suspect you need v1.1 of the hairworks plugin. You will need Mike to give you access to the tools if they are not available to the public yet.
                          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 GalaxyMan2015 View Post
                            I suspect you need v1.1 of the hairworks plugin. You will need Mike to give you access to the tools if they are not available to the public yet.
                            Hi what's the difference between v1.0 and v1.1 of the hairworks plugin ?? I already ask for mike an access to this version but never recieve answer ... may be too busy

                            Comment


                              Originally posted by Transformers View Post
                              Hi Mike

                              I download HairWorks branch of UE4 from GitHub.
                              The project runs correct after I built engine source.

                              Then I import my own .apx or . apb files which is exported from HairWorks_1_0_Viewer, but editor report "Failed to import...Failed to create asset..." like this message.
                              I try to trace source code and find GApexSDK return Serializer as none.

                              Do I miss any key point during the process when create or import the content?
                              You'll need to use the HairWorks-1.1 viewer, I think. You should be able to grab it from developer.NVidia.com soon, it was supposed to be up already, but I just checked and it has not yet been published.

                              --Mike

                              Comment


                                Originally posted by Blakblt View Post
                                Hey Mike I've been playing with the latest VXGI for an hour or so and so far it's fantastic! Shader compile times are much faster, having VXGI Voxelation enabled by default saves tons of time with converting projects, and the multi-bounce is working great. I do have one new concern however. Performance seems to have dropped since the previous release. Simple scenes that used to run with 30ms in fullscreen on my gtx 770 are now running with 35-36ms, with or without multi-bounce. When I say simple, I mean like the sample for the FPS template.

                                Edit: I just tried out the reflection subway scene, I'm getting 110ms in fullscreen on epic.

                                Edit2: VXGI doesn't play well with stationary lights. Shadows are completely ignored for voxelation.

                                Edit3: Disabling static lighting and changing all lights to movable increases performance greatly.
                                I'll bring this up with the VXGI devs today.

                                Comment

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