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    Originally posted by PLASTICA-MAN View Post
    @GalaxyMan2015, what are the 4.8 feature that make fluid shader look different from 4.7? I thought the main 4.8 features were DFGI and HFGI. Did you try fluid with 4.8 Gis to see if they have kind of colour bleeding or dynamic reflections? What about VXGI? Did you merge newest Flex with Newest VXGI to see how VXGI behave on them too?
    SSR and a new per-pixel surface translucent shader (with limited set of features, but I suspect that they will work to make it match the standard volumetric surface before 4.8 release). No I didnt try any of the GI's with FleX. Last time I tried VXGI with FleX they did not contribute, but thats because VXGI doesn't see particles yet.

    Tomorrow I plan to merge HairWorks and VXGI into my 4.8 branch. Talking about VXGI, this is a quick example I put together to show someone, thought it looked cool, so thought I would share:

    Click image for larger version

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    Originally posted by Piers909 View Post
    @GalaxyMan2015 Do you mind uploading the 4.8 Flex upgrade? Or giving instructions on how to do it myself? Thanks.
    I will upload once I have HairWorks and VXGI merged.
    NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
    Feel free to Donate if you wish to support me

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      Originally posted by MyKillK View Post
      The new VXGI is awesome!! I was pretty disappointed by the multi-bounce performance until I used the VxgiMapSize=64 and bVxgiHighQualityEmittanceDownsampling=false tweaks. Made a huge difference (from 6fps to 30fps on a GTX 670) and the lighting quality was still really impressive. You should make these the default settings in the next version.

      I'm really stoked you guys made emissive lighting work as well. Lack of area lighting was one of the few major flaws of the UE4 engine. Well done, I can't wait to see what the future of VXGI brings...
      Thank you so much for this! my framerate has at least doubled in every scene, with very little impact on quality.

      Comment


        I am just wondering, would not it be better to move this thread to Tools section ? I think some users can misinterpret that this thread is in Feedback for Epic.

        (My OCD is having hard time everytime I see this thread in this category, lol)

        Comment


          @GalaxyMan2015 Could you please upload the examples you showed with the setups you did for them? Thanks.

          @Mike Would you add a goo shader and special goo behaviour to get results like in the Flex viewer where the goo, looks different than water, feels different, heavier and viscous and has other physics and sticks to meshes and to characters when it touches them unlike water (I know you are preparing sand/dirt shader, since there are sand sampels too with much more different physics and looks than water and goo)? If not, do you have a gudie how to mimic its behaviour too look like goo and behaves like goo physically and and make it sticky like in the Flex viewer demos? Thanks.

          Comment


            Originally posted by dvd.kh
            is 4.8 safe for VXGI + Hairworks + HBAO or caused crash ?!
            Dont know yet, havent merged them into 4.8. Will find out soon

            Originally posted by PLASTICA-MAN View Post
            @GalaxyMan2015 Could you please upload the examples you showed with the setups you did for them? Thanks.
            Which examples? The fluid?

            Originally posted by PLASTICA-MAN View Post
            @Mike Would you add a goo shader and special goo behaviour to get results like in the Flex viewer where the goo, looks different than water, feels different, heavier and viscous and has other physics and sticks to meshes and to characters when it touches them unlike water (I know you are preparing sand/dirt shader, since there are sand sampels too with much more different physics and looks than water and goo)? If not, do you have a gudie how to mimic its behaviour too look like goo and behaves like goo physically and and make it sticky like in the Flex viewer demos? Thanks.
            To create the goo from the FleX demo's you will want to make it more green, I don't believe the goo in the demos uses a different shader, just different settings on the fluid shader. To make it behave more like goo, you want to look at viscosity (increase it). Adhesion to allow particles to stick and cohesion to give the appearance of a thicker liquid
            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
              Which examples? The fluid?
              Yes, and the VXGI smaple with reflections.

              Originally posted by GalaxyMan2015 View Post
              To create the goo from the FleX demo's you will want to make it more green, I don't believe the goo in the demos uses a different shader, just different settings on the fluid shader. To make it behave more like goo, you want to look at viscosity (increase it). Adhesion to allow particles to stick and cohesion to give the appearance of a thicker liquid
              Great. Thanks. Did you try it? If so, can you please provide a nexample and upload it so I can take an idea of it? Thanks.

              Comment


                I am having a problem with the new flex watershader, when I place the new surfaceemitter in my own map I can still see the white balls inside the water. Is there some setting I am overlooking. Btw when I load the surfacemap from the new flex demoproject there is no problem.

                UPDATE: Never mind I found the setting, choose the emitter instance (in your level) and expand the rendering settings and turn off "Render in Main Pass".

                UPDATE: When adding flexsurfaceemitter to a blueprint, the editor crashes every time.
                Last edited by Number47; 05-24-2015, 03:45 AM. Reason: New info

                Comment


                  Originally posted by Number47 View Post
                  I am having a problem with the new flex watershader, when I place the new surfaceemitter in my own map I can still see the white balls inside the water. Is there some setting I am overlooking. Btw when I load the surfacemap from the new flex demoproject there is no problem.
                  Yeah I had the same problem, and wasn't able to remove them, so I just duplicated the already working one. Still looking for a solution myself. Once I finish the merged branches, I will go back to investigate.

                  EDIT: Okay solution is to untick Render in Main pass. That way the balls stop rendering but the fluid does (as this is done in an alt pass).
                  Last edited by GalaxyMan2015; 05-24-2015, 05:03 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


                    Originally posted by GalaxyMan2015 View Post
                    Upgraded FleX branch to 4.8 to see how using the fluid shader with 4.8 features would look. hard to capture in motion, I modified it to suit my needs more, still needs some more tweaking, but I am happy with the results in 4.8 so far.


                    Now I'm really tempted to recreate this scene from The Shining | https://www.youtube.com/watch?v=jeVfLOqtPR8

                    Regards,
                    Benjamin D. Smith

                    Founder & CEO | Binary Sword Pty Ltd
                    Currently working on: ODIN Tracker (UE4 Plugin)

                    Comment


                      Originally posted by benjamin.smith View Post
                      Now I'm really tempted to recreate this scene from The Shining | https://www.youtube.com/watch?v=jeVfLOqtPR8

                      We are getting closer, I reckon once they implement diffuse particles, then we should be able to achieve something along those lines, right now it would look too gooey still.
                      NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                      Feel free to Donate if you wish to support me

                      Comment


                        Okay small update for today, I have VXGI and FleX merged together in 4.8 p3. There were a couple of things to change in VXGI to make it compatible with 4.8. I have not tested it with any of the new 4.8 features such as HFGI

                        Click image for larger version

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                        Will merge in HairWorks tomorrow then upload
                        NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                        Feel free to Donate if you wish to support me

                        Comment


                          Wow. That's some nice reflections on the fluid thanks to VXGI. That is what I wnated to see. If only Epic updates UE4 to support refractive and good transluscent materials. Most of the problems Flex is having having would be solved.

                          Btw. It seems, the fluid doesn't reflect or diffuse anything on the surroundings. It seems it needs diffuse particles (and maybe caustics, ok this is too much I know ). Did you try if it has clour bleeding in lighting? Also if you mix two different fluids, does they colour mix and change (like in colour bleeding a blue wall diffusing on a yellow wall becomes green)?

                          Comment


                            Originally posted by dvd.kh
                            & merge HBAO to complete the collection !!
                            VXGI already has AO, so why would you need to implement another AO solution on top?

                            Comment


                              Originally posted by dvd.kh
                              HBAO is difference method ... this is an Supplement for VXGI ...
                              Well it only matters if it supplements (like you said) VXGI's AO.
                              If it really provides a higher quality AO which works nicely together with VXGI, I would be happy to see it included too.

                              (The AO from VXGI doesn't look too bad imho, maybe a bit inaccurate? But I would like to see how it looks with HBAO in comparison. BSP Blockout)

                              Comment


                                Originally posted by dvd.kh
                                HBAO is difference method ... this is an Supplement for VXGI ...
                                Originally posted by Dakraid View Post
                                Well it only matters if it supplements (like you said) VXGI's AO.
                                If it really provides a higher quality AO which works nicely together with VXGI, I would be happy to see it included too.

                                (The AO from VXGI doesn't look too bad imho, maybe a bit inaccurate? But I would like to see how it looks with HBAO in comparison. BSP Blockout)

                                HBAO+ indeed has higher quality and better defintion AO, well at least till midrange levels. I don't know how HBAO+ will work in dynmaic situtions caused by true dynamic GI light sources which necessitate

                                The use of dynamic GI solutions like VXGI which result in dynamic reflections and AO scenarios. Will HBAO+ break and create artefacts and the infamous halos(since both HBAO and HBAO+ are based on the SSAO and aren't based on a world space AO solution) when the dynamic GI lightsources move or any mesh in environment move creating different situations of AO that aren't tied to static lighting?
                                Last edited by Nudlegaru; 05-24-2015, 08:23 PM.

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