NVIDIA GameWorks Integration

I’ll find out.

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.

is a similar with some other particle , I imagine it may be because these are being rendered in a different pass/technique

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?

Thanks!

You can merge the required branches, or you can use 's version that has all Gameworks tech combined (the repo link is in his signature).

Oh ok, thanks so much!

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.

What does the crash say? Like where is the?

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.

is what i got ticking the particle mode:

Access violation - code c0000005 (first/second not available)

“”

UE4Editor_Engine!FFlexContainerInstance::FFlexContainerInstance() [m:\ue492\engine\source\runtime\engine\private\physicsengine\flexcontainerinstance.cpp:544]
UE4Editor_Engine!FPhysScene::GetFlexContainer() [m:\ue492\engine\source\runtime\engine\private\physicsengine\physscene.cpp:1371]
UE4Editor_Engine!UFlexComponent::OnRegister() [m:\ue492\engine\source\runtime\engine\private\physicsengine\flexcomponent.cpp:80]
UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [m:\ue492\engine\source\runtime\engine\private\components\actorcomponent.cpp:1046]
UE4Editor_Engine!FComponentReregisterContextBase::ReRegister() [m:\ue492\engine\source\runtime\engine\public\componentreregistercontext.h:67]
UE4Editor_Engine!UActorComponent::ConsolidatedPostEditChange() [m:\ue492\engine\source\runtime\engine\private\components\actorcomponent.cpp:554]
UE4Editor_Engine!UPrimitiveComponent::PostEditChangeProperty() [m:\ue492\engine\source\runtime\engine\private\components\primitivecomponent.cpp:629]
UE4Editor_Engine!UFlexComponent::PostEditChangeProperty() [m:\ue492\engine\source\runtime\engine\private\physicsengine\flexcomponent.cpp:1109]
UE4Editor_CoreUObject!UObject::PostEditChangeChainProperty() [m:\ue492\engine\source\runtime\coreuobject\private\uobject\obj.cpp:374]
UE4Editor_Engine!UActorComponent::PostEditChangeChainProperty() [m:\ue492\engine\source\runtime\engine\private\components\actorcomponent.cpp:595]
UE4Editor_Engine!UPrimitiveComponent::PostEditChangeChainProperty() [m:\ue492\engine\source\runtime\engine\private\components\primitivecomponent.cpp:726]
UE4Editor_PropertyEditor!FPropertyNode::NotifyPostChange() [m:\ue492\engine\source\editor\propertyeditor\private\propertynode.cpp:1979]
UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [m:\ue492\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:446]
UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [m:\ue492\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:297]
UE4Editor_PropertyEditor!FPropertyHandleBool::SetValue() [m:\ue492\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:2368]
UE4Editor_PropertyEditor!SPropertyEditorBool::OnCheckStateChanged() [m:\ue492\engine\source\editor\propertyeditor\private\userinterface\propertyeditor\spropertyeditorbool.cpp:82]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorBool,0,TTypeWrapper<void> __cdecl(enum ECheckBoxState)>::Execute() [m:\ue492\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorBool,0,void __cdecl(enum ECheckBoxState)>::ExecuteIfSafe() [m:\ue492\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Slate!SCheckBox::OnMouseButtonUp() [m:\ue492\engine\source\runtime\slate\private\widgets\input\scheckbox.cpp:184]
UE4Editor_Slate!<lambda_df946b2745ea2bbab398d4acc9cc3d04>::operator()() [m:\ue492\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4273]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_df946b2745ea2bbab398d4acc9cc3d04> >() [m:\ue492\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [m:\ue492\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4276]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [m:\ue492\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4660]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [m:\ue492\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4638]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [m:\ue492\engine\source\runtime\core\private\windows\windowsapplication.cpp:1403]
UE4Editor_Core!FWindowsApplication::DeferMessage() [m:\ue492\engine\source\runtime\core\private\windows\windowsapplication.cpp:1708]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [m:\ue492\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [m:\ue492\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [m:\ue492\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [m:\ue492\engine\source\runtime\launch\private\launchengineloop.cpp:2398]
UE4Editor!GuardedMain() [m:\ue492\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [m:\ue492\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [m:\ue492\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Hey guys, just sharing a bit of HairWorks I did on a project a bit earlier. Props to for adding the extra lighting features for hair rendering!

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 ?

question

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?

Thanks

Updated VXGI branches (both 4.9 and 4.10).

  • 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.

@ hi
any news isn’t from VXGI.Specular for Translucent Material ?!
we need real time reflect for Translucent Material ( Glass archviz )

how can i increase the voxels density? (vxgi)

Not yet.

Reduce r.VXGI.Range.
The other way is to increase r.VXGI.MapSize (to 256, default is 128) but that is very expensive and not recommended.

Is it possible to spawn decal on Nvidia Flex soft bodies? Like a paint splatter on an inflatable object for paintball.

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.