@ @. Is there a plan from NVidia to add PCSS to UE4 like the one from Ubisoft games?
Another small update for FLEX coming soon. Diffuse particles (Secondary particles created during fluid simulation). Will be working on being able to use the fluid shader with the flex component before I upload.
is really cool . I havent really messed with any of the gameworks builds but its fun to watch all progress. Cant wait to see more!
Very nice !!
I have been flexing too and I have a few questions:
It seems that flex actor is not widely exposed to blueprints. I have only found flex rope component. also I was trying to get the location of a flex softbody and a flex cloth and it looks like the static mesh component would not record the location of the flex actor, so there is no way to get the location of the flexa ctor. Weirdly (at least is what happens to me) I can get the location of a rigit flex actor, but not of a soft nor a cloth flex actor. Have you seen ?
Thanks for the great work merging and expanding the branches and a huge thanks to the nvidia team, flex is funky
I have exposed FlexComponent to blueprints in one of my prior commits, so my branch at point should allow that (Not much is accessible from it, such as container instance properties, etc. am working on that). And yes I have had issues getting location data from flex actors. I did have a workaround (using custom location handling) but it broke rigid bodies, so will try again at some point.
Next update. Flex component now can utilise the fluid shader for the main particles, and a separate material for the diffuse particles. Just need to clean up the code, do some more testing and will upload all I have done.
Hey guys, Iāve been working on a Blender exporter add on to get Blender hair particle systems into HairWorks. So far Iāve only tested it in the HairWorks Viewer but I want to publish what I have so far. All relevant info on thread : https://forums.unrealengine/showthread.php?90629-HairWorks-Exporter-For-Blender&p=416017#post416017
Hello Everyoneā¦
I Have Downloaded Nvidia TurbulenceSample And Open Project In UnrealEngine-4.9.2_NVIDIA_Techs But When I Simulate The Editor Crash⦠I Donāt Know Why Case I am So New In Unreal Engine⦠Please Help Me⦠And If Possible Give Me Another Turbulence Sample Project That Worksā¦
Thanksā¦
Its possible that the sample will not work because my branch uses newer Turbulence DLLs (Ones compatible with UE4 4.9) but I will test and update post with my results.
Thanks ā¦
Tested the Turbulence test project from the NVIDIA branch, no issues. What are your PC specs? Is it possible you dont have a capable GPU maybe?
Latest changes have been committed. Includes
- Flex Component particle mode, allows unlimited - capped at container size - particles, and saving of particle positions in simulation, and custom defining of particle positions using blueprints
- Flex Component Fluid rendering - Now not confined to cascade (Which is still good for flowing fluid)
- Diffuse particles
- Permanent deformation of soft bodies
- Editor integrations, you can see the particle positions in editor (including saved simulation ones)
An example of the editor options for the new Flex Component:
[shot]://i.imgur/oJ2ZL0p.jpg[/shot]
Fluid test:
watch?v=4prOdjlSd-Y
Since is all Work in Progress stuff, expect problems, and not optimized performance.
wow impressive , i can download it right now or still not implemented in the latest branch?
I Am Using A Laptop Intel core i5 - 2.29 GHz
Ram - 8GB
Nvidia GT 840M - 2GB RAM
All TechDemo Are Working Fine Without Turbulence⦠It Still Crash The Editor When I Click Simulateā¦
Hey there. Iām rather new to all GameWorks stuff, so my first question would be if itās normal that any github link I click on brings up a 404 error? Like the link in the first post of thread, which I would assume is the link everyoneās using. That one doesnāt work for me for example. Everything linked to GameWorks brings up a 404 error.
EDIT: Nevermind! Fixed it. I forgot to link up my Github account with my Epic Games account.
Weāre considering it.
That is a great news
I hope we will also see tech in the near future : ://www.neogaf/forum/showthread.php?t=1060469
So much amazing stuff in thread! =D Thanks .
Has anyone else had any luck displaying flex fluid particles in VR? They only look correct in the left eye view for me.
@aleexy
Yesterday Nvidia announced support for Gameworks tech in UE mainly multires shading and VR SLI in addition to what is currently supportedā¦
will it be in main branch or in gameworks NV github UE branch having flex,vxgi?
I wasnt aware there was an with VR, thanks for bringing it to my attention. I have a DK2 , so I will see what I can do to resolve.