NVIDIA GameWorks Integration

Not currently. Technically it’s possible to use VXGI to generate reflections on transparent materials, but it’s not on the near-term todo list.

I am having a similar. The hair performs as expected on the skinned and animated mesh in HairWorks viewer, but in Unreal Engine 4 it does not follow the mesh at all, it animates though, just in a different position. I’ll post a video with the when I get a .

UE 4.8 supports Screen Space Reflections (Real-Time Reflections) on transparency so unless VXGI, for some reason, doesn’t allow then it ‘should’ work with 4.8+ builds of the engine.

SSR in bad reflection.
VXGI reflection don’t work with transparent material (4.8.2 NvPhysX)
is very terrible ue4 don’t a good way for create glass material with REAL-TIME reflection !!! :frowning:
IS NOT ANY WAY ?!

Thank you for the guide. I have a github account but I always get the 404 page even when i’m logged in. I can get to page tho https://github/NvPhysX/

Even if you’re logged into GitHub you will get a 404 if your Epic account isn’t linked with GitHub, is a quick write-up on how to go about doing that, I’ll link in my original post as well.

https://wiki.unrealengine/GitHub_Setup

I’m sorry ignore my last replay I got it linked up right thanks again

No worries, i should have put that link in my other post anyway.

I found a workaround. The cause was due to Biped. Bone or Maya Program Using Should the rigging and skinning. Biped in cannot be used.

After receiving an answer the previous version was install( 2013 ~ 2015, Maya 2013 ~ 2015). But The same error appears in the Maya program. 3Ds Program is not a lot of errors, Hair does not stick exactly like the Maya. Is there another workaround?

Are there chances to reduce the shader build times in conjunction with VXGI in the future?

It may happen, but unlikely. VXGI creates a number of shaders for each voxelized material, and we already made that number as small as we could.

Are the shaders calculated via CPU or GPU ?

The shaders are always compiled on the CPU, and process utilizes all available CPU cores by default, so using a faster processor with more cores helps a lot.

Shaders are compiled on CPU.

I thought so. :slight_smile: I should invest money in a better CPU in the future…

Which improvements will the next version of VXGI bring? Are other branches like HairWorks getting some love too?

VXGI - nothing major other than the UE 4.9 upgrade and maybe , if it goes well. A few bug fixes and UI improvements for debug modes.

I can see some recent activity in other branches in our p4, but I don’t follow them. should be able to say more.

hi i’m very anxious, when the new version of vxgi for ue 4.8 is launch?
and vxgi is more fast in ?

Are there any Flex related news? Are people generally more interested in VXGI than Flex? @ and @: Do you know when the next build of the flex branch will be ready and if the bugs (Scenecapture 2D turns off rendering of water surface) I have mentioned have been fixed?