NVIDIA GameWorks Integration

I tried to check after download. But, The result is the same. Maybe hair is seems to have misunderstood the production method. I know the order From 3Ds Studio program, Mesh Skinning and Hair & Fur making. Next create Guides -> Splines after Hairwork Guides link SpLine. Finally I know the Export FBX and APX. order was referenced in site(https://forums.unrealengine/showthread.php?72165-HairWorks-Quick-start-3ds--gt-Unreal-Engine-4-Pipeline).
Create and Blueprint, A-Pose is NO problem. But Animation pose is not attached hair. Where is the problem? I will attach a video to make it easier to understand the question.(https://drive.google/file/d/0BxHwzc6fiKRcOHpvMnhqUTluREE/view?usp=sharing)

p.s not good speak English. I’m very sorry. T_T

Hi,

is a question for and Nvidia guys. Is there any we’ll ever see a ā€œcleanā€ version of just HBAO+ branch for 4.8 or the upcoming 4.9? The reason I’m asking is - HBAO is very much production ready, but VXGI, Flex and such seem to remain ā€œexperimentalā€ as of now. I’ve noticed a horribly long shader compilation times in 4.8 merged branch, and it may be that VXGI tech is causing (even though I did not enable it). So will we still get a ā€œcleanā€ branch any time, or perhaps there are some cvars I may try to remedy the compiling?

Thanks!

Sorry was planning on doing that for 4.8, but things got a bit hectic . I will do it next week when 4.9 comes out. But in the mean time you could try, searching for Definitions.Add(ā€œWITH_GFSDK_VXGI=1ā€); and set it to 0, same with WITH_FLEX. Not sure about HairWorks, but really that does not have an impact on shader compiling like VXGI can.

Best I can say, is the Hair has not been skinned properly in 3dsmax. Because really, it should just work.

Exists a documentation about the Unreal Engine 4 VXGI integration somewhere? At the moment I have so many questions about thechnology. Are skylights supported in conjunction with VXGI? I noticed also problems with sphere/box reflection captures…

Hi guys I’v been trying to get the version of unreal that supports hairworks for months. I have linked my nvidia account with gethub but there are no artist friendly instructions where to download the, fork, build or branch or whatever you call it. It’s all so confusing to me I just want to make art and it’s so hard to get these tools even after they give you access to them and I can’t seem to get anyone to help.

I have linked my nvidia account with gethub but I cant figure out how and where to get the build that supports hair works. Can someone help please. It’s so confusing how to get these tools.

thanks

is the HairWorks branch:

You will need to make sure that your github account is linked to your UE4 account otherwise you will get a 404 error.

Oh, that would be just if you can get us clean HBAO version for 4.9! Please drop a line if/when you have it.

As for your workaround - where do I find these lines? I guess it’s somewhere in Visual Studio, but which file (never dealt with stuff aside from building branches :))

Thanks for your help!



anyone know how to fix that ?

Edit:
NVM I figured it out, but quick question? Once 4.9 stable comes out it shouldn’t be too difficult to take 's integration in 4.8 and integrate into 4.9 right ?

is a quick walk-through of the setup for all of the GameWorks UE4 builds - Hopefully helps some people.


  • Download and install Visual Studio Community 2013 (as far as i know other versions don’t work with UE4 builds at time) : https://www.visualstudio/en-us/news/vs2013-community-vs.aspx
  • Create a GitHub account and make sure you’re logged into it or you will get a 404 page with the links below
  • Link it to your Epic Games account (the same account you use for forum), is a quick write-up on how to do that - https://wiki.unrealengine/GitHub_Setup
  • Find and download the branch you want to use, all GameWorks branches are located at link:
  • On the top left of that page you will see a dropdown next to the UnrealEngine / + breadcrumb, in dropdown you can select which branch you want (HairWorks, VXGI, etc.)
  • Select the branch you want from the dropdown
  • On the right side of the page for that branch click the Download ZIP button, the file will download
  • Once the file is downloaded extract it to the folder in which you would like the files to reside
  • Once extracted run Setup.bat, if prompted to overwrite files in the DOS console type N for no. You may need to give the operation permission to run (at least i did in Window 7) so keep an eye out for the little pulsing Allow shield icon in the taskbar if the process pauses and you don’t get a popup. process can take a while depending on your system specs.
  • Once the process is finished double click the GenerateProjectFiles.bat. Same steps as above but the process only takes a few seconds.
  • Once that process is done double click the new Visual Studio file that was created, will open Visual Studio Community 2013. If it gives you a popup about unauthenticated files or something like that just click ok.
  • With Visual Studio open, on the right select UE4 on the top of the tree, right click and select Build. process takes the longest, usually 20-40 minutes. It will tell you once it’s complete with 1 successful and 0 failed message)
  • Once that build is done right click the ShaderCompilerWorker in the same tree that you built UE4 from in Visual Studio and click Build. process only takes a few seconds.
  • Once that’s all done you can now launch the editor. The first time you launch the editor do it from Visual Studio by selecting UE4 in the right side tree and pressing F5
  • After the initial launch you can just launch the editor normally from the Engine > Binaries > Win64 > UE4Editor.exe file
  • When you first start the editor it will most likely show you a project select screen, when you double click the example project it may ask you if you want to convert the project, select Skip Conversion.

Nice guide ! I hope people will benefit from it, unless it drowns in all the other posts…
I really wished someone could update the original post by Cube with all the important information and guides.

Is no mod able to edit the post? :confused:

Noticed a bug that’s been present for a few different VXGI builds I’ve been using, seems to be consistent throughout them. Something in VXGI is breaking the new far shadow cascades option in 4.8 on directional lights. When far shadow cascades+regular shadow cascades = more than 4, the cascades near the camera vanish. I thought it was just 's branch at first, but even the regular VXGI build without any modifications past that has the as well.

I usually just do a search in files (Ctrl + Shift + F) and then look for the right line. The lines should be in one of the Build.cs files.

Depending on what is changed in the renderer, it may be very easy, or very difficult. Bare in mind, it will not work for tho, so the integration will need to cater for that.

HairWorks Apx Flie is Import Fail. Help me!

I do not use the 3Ds program, and Maya program has succeeded in connecting the head.
But, headache pain of these because errors. Error details fur stands share mesh vertices with other lines. should not be imported due to errors. They will not be exported.
I’m experimented the two objects.
(In fact, several times attempt is made. but, there are more failures.)
Making the two objects, The results were different. One object is successful and one object failed. Line was also less used.
I will attach a video link.(https://drive.google/file/d/0BxHwzc6fiKRcdHlmWlAwWDFUcGs/view?usp=sharing).
I would like to know the solutions.

There are significant changes in the renderer, but nothing too complicated to solve. I just ported the VXGI/HBAO integration to 4.9.0-preview-4; it took me a day, and a lot of code had to be modified slightly after the rebase and resolve.

I can’t tell when it’s going to be released yet, probably after the final 4.9.

I can’t be 100% sure, but I believe u need to resolve the ā€œfur strands share mesh vertices with other linesā€ issue first, I remember having some issues with skinning when that error occurred in 3dsmax at least. Not sure how to resolve it in Maya, but in 3dsmax, there is a HairWorks menu that allows you to select all duplicate splines, and then you can just delete them and export things correctly.

Thats good, based on what I am seeing in 4.9, I will be updating at some point, and I am making use of VXGI, so glad to see that is working. Will it eventually support ? Altho at point, I would much rather see HBAO+ supporting , since that makes my scenes look so much better in D3D11 compared to

Will it eventually support ?
[/QUOTE]

Eventually yes, we’re working on it. The current status is - VXGI works with in a standalone application; making it work with UE requires creating a new layer for translation of VXGI rendering commands into UE RHI because we can’t easily merge rendering state like we did for.

with VXGI can see good reflection transparent material ?
i need glass reflection. it’s possible ?!