For those of you interested in UE 4.10, there is a VXGI-4.10 branch on NvPhysX github now. The only difference between it and VXGI-4.9 is the base UE version; the integration itself is the same. I’ll probably keep updating both branches for a while.
Maybe I’m missing something, but how would you get more than one Gameworks in your project? On Github there’s a fork for each one, WaveWorks, VXGI, etc. To get both WaveWorks and VXGI in my project what would I need to do?
Thank you very much for all the hard work you are putting into . I have you latest 4.9.2 branch installed, but when I click “Particle Mode” in the Flex Component the editor crashes immedeatly. I am on Win 10, GTX 660 with latest drivers, and I have the substance plugin installed as well, otherwise it is just compiled from source nothing special.
Hello… i’'m having trouble getting my skeletal meshes to collide with flex particles. My character has physics asset and i tried all the settings in container collision and collision presets in skeletal mesh details. Would someone happen to know what is it that im missing?
Hi, I’m new .
I’ve just downloaded the nvidia flex - ue4 branch from github, compiled and launched with visual studio 2013 but the physics doesn’t work, all demo scenes are static, I don’t know how to do now.
Created a default C++ blank project with Starter Content. I enabled diffuse VXGI and I got crash. 4.9.1 worked fine :-(. Running GTX770 and Quad Q6600. How do I fix ?
Is there a way to activate and deactivate a flex actor? meaning that the actor can be at its original static mesh shape and then trigger into to flex simulation, and reset back?
New build of VXGI with slightly improved performance (0.91 CL 20159377).
New diffuse tracing options: “Refine Sparse Tracing” to fill holes in tracing results, and “Flip Opacity Directions” that changes how occlusion works - sometimes mode looks better.
Added VxgiAnchor actor class to allow users explicitly control clip-map location - it’s in the Lights category. When there is no such actor or it is disabled, the clip-map is located in front of the camera, as before. The precedence of VxgiAnchor’s over each other is undefined, i.e. if multiple anchors are enabled, one of them will work, but there’s no guarantee which one. They can also be controlled from Blueprint.
Thanks Another (less stupid) question regarding quality - my distance from a vxgi reflection increase, the quality decreases in a VERY noticable way and looks horrible (as though the voxel density decreases with increasing distance from object), can I choose the distance at which the quality decreases?
thanks
Voxel density does decrease when you move away from objects. And there is no control over the rate of decrease, other than the overall range parameter.
You can try using the new with clip-map placement control (see comment), and place the anchor near the reflected object.
Also you can use SSR or set “r.VXGI.CombineSpecularWithSSR 1” to get high-quality reflections of visible objects.