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NVIDIA GameWorks Integration

If the anchor is static, yes, you could do that.

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.

VXGI library is currently closed source. The integration into UE4 is open.

Build - no, as usual, but there is integration source on GitHub that you can build.
https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.12

Thanks for info, if they ever open VXGI code but as of now there is even more reason to wait when AHR becomes better and better and/or EPIC selects best GI solution.

Are there any plans to integrate gameworks volumetric lighting into UE4?

If you look at the video package Hair Works

It’s invisible hair.

How can I solve this?

Hair Works received the 4.12 version.
[video]https://youtu.be/4JGsW0LDtSs[/video]

So what’s the status on this? Will Cataclysm come with UE4? And what happened to FLEX?

P.S: Does nvidia’s github branches update with the engine or are they lagging 1 version behind?

Epic has no interest in taking any of this into the main branch so it’s always going to be a separate one Nvidia maintains.

It already has, literally everything you’ve seen on it has been in the UE4.
https://github.com/NvPhysX/UnrealEngine/tree/CataclysmDemo

Nothing, it’s still here.
https://github.com/NvPhysX/UnrealEngine/tree/FleX

Depends on whether or not they have the time really, it’s inconsistent. Sometimes it’ll skip a version or two. You can always do it yourself though in theory.

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\

Well I fail to understand how FLEX is different from Cataclysm, I mean, they are both universal fluid solvers right?

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).

Is there still any chance of a DirectCompute version of Flex?

hey guys can someone confirm this??? Visual studio will not build ue4 hairworks - UE4 AnswerHub

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.

yes and Cataclysm

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.

Wow Cataclysm.thanks for reply

Hello, thank you for this compilation GameWorks. Everything works and vxgi is impressive.
That said, the anti-aliasing (FXAA and temporal AA) does not work with me. Do you know how to fix this?

Yet it is enabled in Project Settings and postprocessing. It is a rather annoying problem, thank you in advance. I use UE4 12.5

FXAA only works if I force in the nvidia driver. But AA temporal really does not want to work. I have tried disabling SLI, but it changes nothing.

Please, AA temporal is more important than VXGI, but I would really use VXGI too. I have no idea how to fix this …

For some reason, I had to set r.PostProcessAAQuality 4 in the console to get AA working.