Just a quick update. HairWorks multi light support. Uses the same lighting code as Translucent Surface Per-Pixel material. So has up to 32 light sources (Inverse Squared Falloff only). and currently requires “r.forwardlighting 1” to be set:
Still have a couple of things to work on, and cleanup the code a little, then I will upload. Should be sometime in the next day or so.
Hello guys.
Is anyone experiencing problem. In editor multibounce working, but after render using matinee its not working. Don’t know what’s happening. 4.8 and 4.9 are the same…
The good news is that I got everything to compile and when I load the techdemo project, I can check out the wave works map. When I tried to open a copy of one of my projects I was told to install the Substance plugin, which I tried to do, but kept being told it was installed, which it is for my standard UE 4.9.2 install.
The other thing is that while I see the nodes for the WaveWorks module, are there other sample projects for things like HairFX and VXGI? I did find the VXGI in the post processing actor, but don’t even know where to begin with the settings. perhaps there are docs for these things.
You need to make sure that when ur opening ur project, its actually using the right engine. And also when installing the substance plugin, you need to install it to the right engine installation. The substance plugin should work fine with my branch, last I checked.
For doco on the various techs. There is some in the root directory of the branch “UE4_VXGI_Overview.pptx” and “Unreal Engine 4 HairWorks r1-1 releaseNotes.pdf” for FLEX you will need to get the Flex Sample Project from the official NVIDIA branch.
I dont think you can via the container, since the container is used as just a template to create a container instance that is used to update the simulation. Each component does have a pointer to the Container Template used. Its not accessible from Blueprints. But in C++ you can obtain it via ->ContainerTemplate. You could update the values there, will most likely also change the asset in the editor too (much like modifying the WaveWorks asset at runtime also changes the Editor one).
The way I handled in my last version, and I will bring it back, was I tied the gravity a flex container used to the global UE4 gravity, so I could just adjust the gravity of UE4 and all Flex containers updated to use the same new gravity.
is ! I was just testing out your previous build with Hairworks for the first time last night and was hoping for Multi Light Support. Looking forward to trying the new Branch!!!
Hmm… When I run the Works branch, I get a project browser, not the usual one with community, learn, marketplace, just projects. I load my cloned project. It says Substance is not installed, takes me to The usual Epic loader with market place selected and Substance info available the marketplace where I’m told it is, so I uninstalled it, then had it install again, but the problem remained.
The splash screen tells me it’s trying to load in the Work branch. Next I copied the Substance plugin from the Base 4.9.2 install to the Works branch install. When it loads, I’m told it isn’t compatible and may have to be recompiled. Do I need to recompile the engine with the plugin installed? When I search the Branch install in VS, substance doesn’t show up.
Sorry if I’m a pain, and thanks for the info on the docs I can’t wait to dig in.
Ive pushed my changes for Multiple Light Support for HairWorks to my branch, so please obtain the latest version if you want to try. Bare in mind, is still a Work in Progress, so not everything is working. As I said earlier can support 32 light sources (Inverse Square only) and you must activate the console command “r.forwardlighting 1” otherwise it will just continue to use the original HairWorks lighting shaders.
Known issues are:
Shadows may or may not work depending on light source type (I believe only directional light will cast shadows onto the hair)
Point lights will not cast a hair shadow onto other objects (Spotlights and Directional light will)
I got it working. , thanks for your patience with me. Rarely do things go smoothly for me, but once I’m up and running, the world is my oyster. Can’t wait to get started with . I’ll share as I go along.