I downloaded flex, looked at maps and thought, well itās cool, but how/why would I use it in gameā¦
And then I opened map, with that vortex pulling particles from ground. My jaw dropped, I was literally like 5 years old grin with new toy :D.
Though without some in engine authoring tools, application for it, are still bit limited. I can imagine that with Niagara, integrating new things like runtime vector fields for particle will be much easier, than adding new modules for Cascade :D.
Yes, we have more work to do on tools and sample content. Have you noticed the demo application lurking in
UnrealEngine\Engine\Source\ThirdParty\FLEX-0.25\bin\x64\flexDemoRelease.exe? You might want to have a look, it provides some food for thought regarding what FleX might provide for games. In particular I am interested to see the melting/freezing in UE4.
The myltui layered cloth, looked so good, and that makes to ask question.
Will flex cloth work with characters ? Or is going to be left for APEX ? Cause that multi layered cloth looked very nice, and I can see very nice applications, for more complex character clothing than simple overcoat or single layered robe.
Also melting effect is also , especially if you freeze something and then melt it using higher temperature
Is there currently a hardcoded limit to the amount of active particles in Flex? Changing the to 750k particles doesnāt seem to fill the expected volume and anything more than 1 million seems to create an unstable simulation.
Besides that, Iām really impressed with the results.
Clothing is better left to APEX because there is more to clothing than a piece of cloth. Characters are generally animated with extreme motions that would challenge a cloth solver, so there are features built into APEX Clothing that manage the combination of animated and simulated behavior. APEX clothing does have inter-cloth collision; although it is expensive it is usable as it stands, and we will be improving the performance of cloth-cloth collision too.
The particle count in cascade doesnāt control the count, you need to go into the Game\TestPackages\Flex folder in the content browser and select the type of Flex Container you are working with (such as flexFluidContainer). Double click that asset and you can change itās properties, as well as Particles in the window that opens.
I found that out after some experimenting. If that is where you were adjusting the count, then I am not sure why that happened.
It appears that there are no hard-coded limits, but you will be limited by the amount of available GPU memory. You can do a āstat flexā to see how many particles are actually created. What GPU are you using?
Should be able to spawn a lot more than that. Iāll give it a try ASAP. Do you get more particles than 14000 when you reduce the to something a lot less than a million, say 50,000?
To spawn more than 16,000 particles you need to change a couple of things. In addition to the Particles in the container, you must also increase the life span of the particles in Cascade. I did that and spawned about 50,000 particles on my 680, maintaining about 35fps in the Fluid test map. The looked at the call stack, reproduced the problem and determined that we need some safeguards on memory allocations for large particle counts. Weāll check that in ASAP.
I have tried to learn as much as I can about VXGI and it does look really impressive. What I canāt quite figure out is if you are able to have inter-objects reflections? I see that the objects reflect each other, but do they reflect parts of themselves?
I donāt know if that would be too heavy to render in a game, but it could be perfect for product/architectural visualization with much faster renders etc.