No idea, not an issue with the branch. Others have reported really slow speeds with cloning and such, not sure if that includes GitDependencies as well
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NVIDIA GameWorks Integration
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NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Are we free to modify and use the example content? I.e. Could I ship a character using the hair from the examples? As long as the head pivots on the same spot (and has a cranium in the same place) I can save money on a Maya/Max license! But it does require exporting out the example skeletal mesh to match these up....
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Originally posted by Squarecoin View PostAre we free to modify and use the example content? I.e. Could I ship a character using the hair from the examples? As long as the head pivots on the same spot (and has a cranium in the same place) I can save money on a Maya/Max license! But it does require exporting out the example skeletal mesh to match these up....
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Originally posted by PLASTICA-MAN View Post@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.
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Originally posted by Mikand79 View PostNvidia's branch is under the EULA as any other fork we can see in Epics GitHub organization, so it's absolutly fine to use it and create commercial products with it. This is generally true for all forks in the organization, as this is required by the license.
--Mike
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Originally posted by Mike.Skolones View PostExactly. Your right to develop and distribute a game using Unreal Engine 4 and VXGI, HairWorks, FleX, HBAO+, WaveWorks, etc., is determined by the terms of the Unreal Engine 4 license.
--Mike
ThanksLast edited by Blue man; 05-26-2015, 11:12 AM.
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@GalaxyMan2015
Hi i downloaded your source code and compiled it.
But when i trying to open editor its crashing and trying me to send feedback to Epic
Edit:
Sorry for quick wanting help from you .
I checked logs and found
Fatal error: [File:Z:\Ue4nvidia\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 139]
Invalid ShaderCompileWorkerOutputVersion. Rebuild Programs -> ShaderCompileWorker to fix this.
and then recompile ShaderCompileWorker now its workingLast edited by ihavenick; 05-26-2015, 04:38 PM.
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@GalaxyMan, just in case you missed it, the project files: https://onedrive.live.com/redir?resi...int=file%2czip
Enjoy breaking VXGI with it!
As far as I'm aware there isn't anything in there that should be breaking lightmap generation. It -does- work, just not in the base preview 3 build or the combined build. Wouldn't be so bad if VXGI wasn't getting some really bad leaking on the left wall in the first room and the ceiling in the second.
Edit: @Mike.Skolones, of course if you want, feel free to get it as well for testing. A large chunk of the scene is just modified example content, but the thin walls and overhanging roof present problems that VXGI seems to have trouble with. There are also a few other problems I noticed in the scene, like the Apex cloth I have doesn't bounce any light with VXGI (neither diffuse nor specular work properly).Last edited by Zero-Night; 05-27-2015, 05:54 AM.
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Originally posted by Daniel.Wenograd View Post@GalaxyMan, just in case you missed it, the project files: https://onedrive.live.com/redir?resi...int=file%2czip
Enjoy breaking VXGI with it!
As far as I'm aware there isn't anything in there that should be breaking lightmap generation. It -does- work, just not in the base preview 3 build or the combined build. Wouldn't be so bad if VXGI wasn't getting some really bad leaking on the left wall in the first room and the ceiling in the second.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Hello.
Will these changes be integrated in https://github.com/EpicGames/UnrealEngine/ ?
When HairWorks will be available in main EpicGames repo?
Best regards, Arthur Khusnutdinov.
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Originally posted by Arthur Khusnutdinov View PostHello.
Will these changes be integrated in https://github.com/EpicGames/UnrealEngine/ ?
When HairWorks will be available in main EpicGames repo?
Best regards, Arthur Khusnutdinov.
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Originally posted by GalaxyMan2015 View PostSorry, yes I did miss it, downloading it now.
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@Mike, any reason that a tool couldn't be built for generating the HairWorks splines in-engine? It seems to me it's mostly a case of just setting up 1 spline with N knots per vertex along the surface normal, and then letting the user bend them around and save it into the APEX format.Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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Originally posted by n00854180t View Post@Mike, any reason that a tool couldn't be built for generating the HairWorks splines in-engine? It seems to me it's mostly a case of just setting up 1 spline with N knots per vertex along the surface normal, and then letting the user bend them around and save it into the APEX format.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 GalaxyMan2015 View PostI am planning on working on one myself if NVIDIA choose not to, doing exactly as you stated, and having options to brush, scale, cut, etc. It doesn't even need to be saved in APX format, as the library allow you to create hair from just data, of course it should allow for exporting to APX format, but I believe this is also supported by the library
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