Hi, i’m also interest to integrate substance plugin in tech branch. Where do you extract plugin before compile the branch ?? in which folder ? thanks
Best regards.
Engine\Plugins. Then run GenerateProjectFiles.bat and compile
ok, thanks a lot.
Cheers
looks epic but i can see the movement is still limited only works with wind to move the hair lol
I am not improving the movement, thats contained within the HairWorks DLL, I cannot change it. Its designed to work with rotation and bone movement, if thats not enough, then you will have to implement your own hair rendering system.
Hey ,
I just downloaded your latest build and apparently the demo maps are missing. I remember the last time I checked it out…there was the cornell box and according to the pptx file about VXGI there should also be the scifi hallway.
Did you remove them or is something unexpected by you?
Besides that…the build works flawless
There are no examples provided with mine (except the WaveWorks one), you have to get the samples from the NVIDIA branches themselves. Once my GameWorks game gets to a reasonable point, I will be uploading that as the sample, to show how you could use the GameWorks techs in an actual game.
New commit, Exponential Height Fog support for HairWorks meshes.
Thanks . As someone hoping to do some cinematic work in the coming months, to see progress being made on hair stuff is an enormous load off my mind. Once payday comes around I’ll definitely try and chip in a donation somewhere.
Any idea how hairworks would ever interact with VXGI?
I wonder if I did something wrong. I didn’t run the GenerateProjectFiles.bat, and yet it recompiled, added the Substance files and Substance is working in my projects. I see them at least and don’t get errors, but maybe there is something I’m missing or not seeing that I should. I did have a situation where a cloned UE project wouldn’t build. It would get to about 90% and stall, even when I deleted all of my assets from the level. Starting with a fresh blank level doesn’t have problem.
Hi thanks for such spectacular work with version 4.9.2
I plan to take a look at HairWorks and VXGI and HBAO+ but it probably wont happen soon.
You don’t always need to run GenerateProjectFiles.bat, I just find it easier to run it anytime I make changes to the files/folders in the Engine.
, can you give me some help? I’ve been trying to link my unreal and github accounts but somehow I keep getting the 404 error while trying to access the VXGI files.
As far as I know I did it fine. I edited my profile and typed my github user name in the correspondent slot, but nothing happens… I might be doing something wrong considering the fact that English is not my native language. Any ideas?
Thanks in advance.
Ok thanks!
also forgot to ask about Android support… similar to Nvidia FLEX has now Android support or it’s a crazy suggestion?
Hi, i need more advices to compile it … do i have to copy/paste substance folder in plugin folder of your branch before to run setup.bat or after run it to download dependencies ?
Thanks.
After, you should compile the engine first (after following the instructions). Then go and place the substance plugin in the plugins directory (It has to be the source version, the marketplace version will not work) and then compile again, it should pickup the fact that a new plugin exists and compile it.
ok thanks it’s more clear now. I will try .
Heres a couple of updates from things I was working on prior to the HairWorks updates.
Flex Plastic Deformation
Flex Particle Component (Contains 225,000 particles)
Basically its an option on the Flex Component to enable Particle mode, which allows you to configure particles directly, has some advantages over using cascade, such as:
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Specific placement of particles using blueprints (Also comes with Fill Volume, Shape, and Particle Grid)
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Unlimited (Up to the Container amount) number of particles, not limited by the number of particles in UE4. Will just continue to render more and more batches as more particles are added
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Can save the flex simulation results like you can with other Flex objects, so setting up the Sand Castle example becomes very easy or bodies of water at rest
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Dynamically spawn in particles at any given time
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Uses the same particle rendering as particle systems, so should be pretty efficient
I have plans to allow for fluid rendering. I have no plans to remove the cascade portion, because that is handy for flowing liquid. I just find it easier to work with bodies of water and solid shapes using component.
holy **** that flex is amazing
one off topic question : i know you have worked on tressFX, do you know how it was there? did the hair react to the movement?
It does, but you have to limit the translation movement, otherwise it reacts weirdly, like stretches out