NVIDIA GameWorks Integration

thanks, I require decnt reflections for a water surface.
I want the best reflections possible, regardless of performance.
I have 's 4.9.2 build (not the latest build), so dont have access to the clip-map actor, could you tell me if “clip-map” control will give me better reflections for water?

ue4 ssr is full of problems: It wont render reflections unless the thing being reflected are on screen, so there are missing relfections *all *over the place.

Well, it may give you better reflections, depending on scene and view. It just moves the “detail focus” point. Normally point is in front of the camera, so objects far away have very coarse representation. And the VxgiAnchor actor moves point to any place in the level. So you can set it to your reflected object and move the camera away. That object will look much better, but other objects, especially those close to the camera, will look worse.

Sorry for the late reply, but is my log:

MachineId:2D1F47564DB43ECEEF48AE9025E7C217
EpicAccountId:0c73e63da1ee419bbbec946b4e547091

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

“”

UE4Editor_Engine!UFlexComponent::CalcBounds() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\runtime\engine\private\physicsengine\flexcomponent.cpp:539]
UE4Editor_Engine!USceneComponent::UpdateBounds() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\runtime\engine\private\components\scenecomponent.cpp:711]
UE4Editor_Engine!USceneComponent::UpdateComponentToWorldWithParent() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\runtime\engine\private\components\scenecomponent.cpp:359]
UE4Editor_Engine!USceneComponent::UpdateComponentToWorld() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\runtime\engine\private\components\scenecomponent.cpp:398]
UE4Editor_Engine!USceneComponent::AttachTo() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\runtime\engine\private\components\scenecomponent.cpp:1350]
UE4Editor_UnrealEd!FBlueprintThumbnailScene::InstanceComponents() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\editor\unrealed\private humbnailhelpers.cpp:1184]
UE4Editor_UnrealEd!FBlueprintThumbnailScene::InstanceComponents() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\editor\unrealed\private humbnailhelpers.cpp:1205]
UE4Editor_UnrealEd!FBlueprintThumbnailScene::GetPooledVisualizableComponents() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\editor\unrealed\private humbnailhelpers.cpp:1324]
UE4Editor_UnrealEd!FClassActorThumbnailScene::SetObject() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\editor\unrealed\private humbnailhelpers.cpp:975]
UE4Editor_UnrealEd!UBlueprintThumbnailRenderer::Draw() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\editor\unrealed\private humbnailrendering\blueprintthumbnailrenderer.cpp:97]
UE4Editor_UnrealEd!ThumbnailTools::RenderThumbnail() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\editor\unrealed\private\objecttools.cpp:3749]
UE4Editor_UnrealEd!FAssetThumbnailPool::Tick() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\editor\unrealed\private\assetthumbnail.cpp:967]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\editor\unrealed\public ickableeditorobject.h:15]
UE4Editor_UnrealEd!UEditorEngine::Tick() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\editor\unrealed\private\editorengine.cpp:1117]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\runtime\launch\private\launchengineloop.cpp:2434]
UE4Editor!GuardedMain() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [c:\unrealengine-4.9.2_nvidia_techs\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Thanks for the good explanation.
Can i get vxgi reflections on translucent materials? because non appear on my translucent materials.

Hi , i’ve been trying to work on a custom translucent shader lit by vxgi, but I’m affraid I won’t be able to do that easily as shader programming is not my field of experience … I won’t stop learning it though.
I believe a lot of people would love to have good lighting on translucent surface, I know it is a problem with deferred lighting as it is in UE4.
So, you have not planned to implement it in UE4, but you do think it is possible, right ?
What would be the best way, create a custom shader as I was first thinking, or maybe work on the native translucent shader rendering process ?

There was no support for VXGI on translucent materials… until now.

I added support for cone tracing functions in materials, see experimental branch - it’s not been tested enough, so I’m not merging it into the official one yet.

To use new :

  1. Open a material, make its blend mode Translucent.
  2. Check the “Vxgi Cone Tracing” box in Translucency section.
  3. Place a “VxgiTraceCone” primitive onto the material graph, and connect it as you wish. There can be multiple cones, for example reflection and refraction.

For reflections, connect AbsoluteWorldPosition to StartPos, and the result of CustomReflectionVector(Vertex|PixelNormalWS, CameraVector) to Direction. ConeFactor is the cone width, and it’s also required - start with 0.1.
For refractions, same to StartPos, and custom expression refract(-CameraVector, Vertex|PixelNormalWS, refraction index) to Direction.

Fingers crossed. I’m hoping will fix my fps.
@. Anything new on your merge? is update included?

@: Thank you for telling me that PCSS is coming to UE4. But I didn’t know you were developping an impressive tech called HBAO+ Ultra, released with Assassin’s Creed Syndicate and it looks even better than HBAO+. In fact it is more prominent and may alone, define the whole scene like what those white pics show :://www.geforce/whats-new/guides/assassins-creed-syndicate-graphics-and-performance-guide

I hope lightshafts’ tech from Fallout 4 gets also integrated in UE4.

Thanks

Edit: I just read that Assassin’s Creed Syndicate introduced PCSS Ultra too. I hope version of it gets integrated in UE4.

Sharing my first efforts with Hairworks in Unreal . Huge thanks to for the build! Donation sent :slight_smile:

Animation is pretty crude, just there to show the fur reacting to movement and the multiple lights.

Thank you so much to share ! I will try today.

@
Thank you so much

No update to my branch as of yet. Trying to upgrade to 4.10, not going well. Need VS2015 libraries for APEX Turbulence, and maybe others, but even compiling is VS2013 fails to run.

Hello,

Is there a UE4 GitHub branch that has Nividia’s Gameworks VR SLI integrated? Or are there any plans for a beta release in the near future? I’m working on a 's project that uses VR and I’m considering purchasing a second GTX980. Using the per-eye rendering seems could be a great performance boost.

Thanks!

I’m sure find solution friend thank you for valuable work…!

are some examples for VXGI cone tracing in materials.

is a reflective material:

is a refractive material - the custom function is “refract(-CameraVector, Normal, IOR)”:

And is how they look in a scene, reflective sphere on the left and refractive on the right:

Remember to check the “Vxgi Cone Tracing Enabled” box in the material properties, and that the material has to be translucent.
Also vxgi functions will not work in the material editor preview, only in the scene.

Hi all,

Yesterday, I downloaded 's git hub source code. Build the project everything went fine. (A big thank you to by the way)

However, today, as I tried to import my hairwork .fbx and .apx into UE4. The imported fur–although rendered correctly–it won’t deform with the mesh while playing animation.

I’ve tried several ways to export .fbx and .apx on the 3ds side but to no avail.

Tried testing using Nvidia’s HairWork Viewer and the fur sync perfectly with my mesh using an walking animation.

I suspect there’s something overlooked/wrong at the UE4 side, but just couldn’t pin down the problem.

I was following tutorial: watch?v=09Oy92QGrQc to setup my fur and mesh.

The component setup in my blueprint looks like :

sceneRoot -> SkeletalMesh -> Hair Component.

After assigning the mesh and hair asset into each component, I use “Use Animation Asset” to assign animation to my mesh, but somehow the fur just won’t deform with my mesh.

Not sure which step gone wrong in my setting, any help will be appreciated.

Hey Rit, Did you export the growth mesh along with the fbx and apx?

Looking good. Think you could provide some guidelines (it can be a PM, no problem) on how to make custom nodes like the VXGI ones you created? Want to add a few for the project I’m working on.

Hi, thanks for the reply.

I’m using only one mesh–the detailed mesh. Since, I thought I could create hairworks by using the detailed mesh alone.

Is causing the problem?

I’ve tried copy (not instancing) the original mesh, and add hair and fur modifier on that extra mesh and create hairwork on that extra mesh instead, then export the whole scene as .fbx and .apx, but the result is still the same, fur won’t animate in UE4.

And, since the fur can be animated in Nvidia’s HairWork Viewer, I guess the exported .fbx and .apx is correct? (which lead me to think I done something wrong in the UE4 editor side.)

In UE4, I’ve used r.Hair.VisualizeBones 1 command, and it appears the hair bone is still while my mesh is animating.

It seems the hairwork has the correct bone information, but somehow did not get fed by UE4’s animation system?? (How do hair component know which animation its parent mesh is currently playing anyways??)

Am I missing something ?

Hi rit - it sounds like your hair component isn’t actually parented to your skeletal mesh. You can simply do my dragging the hair component onto the skeletal mesh in the outliner. Does the hair move with the mesh when you translate in the viewport?

I’m actually just dropping my character into the scene and adding the hair component because allows me to animate the character in Matinee (which I haven’t figured out how to do when the character is in a blueprint). Then I simply choose the animation for the skeletal mesh and the hair follows along. I’m using the same mesh for rendering and hair btw but should work with any growth mesh.

One I am having is I cannot get the hair to export at the correct orientation no matter what combination of up-axis settings I use in Maya and the hairworks exporter. My workaround is that after creating the hairworks node I select it and rotate the guidemesh -90 degrees along with the guide hairs then export. It works but is an annoying extra step. Anyone know what is causing ? Has the problem with both Hairworks viewer and Unreal. Character exports correctly but hair is rotated forward 90 degrees.

Cheers