Correct, there is only one anchor. When you place and enable VXGI Anchor component, you override the default one attached to the camera.
If the scene is completely static and the anchor is static too, you can hack the engine to stop doing all the voxelization calls after a few frames… the main problem here I guess would be to detect when you can do that.
can someone try to compile the newest Hairworks build with visual studio update 3? im getting errors all the time… ediate\Build\Win64\ShaderCompileWorker\Development\Core\Module.Core.8_of_8.cpp : error C4599: '/IC:\Program Files (x86)\Microsoft Visual Studio 14.0\
Flex is a unified solver in the sense that it supports fluids, cloth, soft-bodies, made purely from particles. Cataclysm is a fluid-only solver based on the FLIP method, meaning it uses particles + a background grid, or volume texture, for one part of the fluid calculations. This allows it to scale to higher particle counts than Flex fluids, which are based on an SPH model. Personally I would recommend Cataclysm for large bodies of water, and Flex for small to medium scale effects like splashes, puddles (or if you need fluids to interact with other objects).
The HairWorks branch is only at 4.12.4 which means it doesn’t contain the necessary fixes that are in 4.12.5 that allow VS2015 SP3 to work. Try my branch, its built to 4.12.5 and therefore works fine with VS2015 SP3, I know as thats what I am using.
Thank you GalaxyMan2015 for all your hard works.I am very happy that you after a long time released your branch.Well i have two questions:
1)Is this branch is like your last release 4.9.2 with vxgi,flex,hairwork and wavework?
2)Do you have any plane for releasing your branch again in 4.13 version.because of big features in 4.13 like vertex animation,alembic importer and so many features.if no can you explain briefly how i can merge all nvidia gamework branches into one like yours.
thanks for your reply.
There is really no step by step guide, sometimes its easy, especially when the branch NVIDIA has is the same version of UE4 as the one your merging into, such as it was this time around for most of them, other times its much more challenging, like upgrading WaveWorks from 4.9.2 to 4.12.5. As a lot of rendering changes were made, so had to modify a lot of code to make it work again.