I have been taking some time away from UE4 development, and will be not available for development the remainder of month, and possibly January. I will still try my best to get around to answering questions when I can.
I ran into some issues with getting my branch up to 4.10. Primarily Turbulence and FLEX did not want to instantiate. Havent had a to return to it yet to see what I could do to fix it.
Yeah thats definately a bug, looks to be that the Spline Thicken function requires some specific depth/stencil access that maybe is conflicting with what the hair rendering requires. I’ll take a look if I get a .
EDIT: Didnt see Xu Nie’s response above. Please follow their instructions to help get the resolved, and then I will port over their fix to my branch.
The closest you would get to , is the same way its done in the FLEX demos, construct your mesh out of FLEX particles, including rendering them as particles, then controlling the variables on the container at a specific time to cause them to collapse (melt).
I did a full clean re-download and rebuild of the engine from scratch, I was obviously using the wrong version. clearly things are now much better. Huzzah.
Ok i got the melting working,ill demonstrate it on a snowman watch?v=zMcni2TOisk , its very basic yet,but allready shows flex surface particles used with a shape emitter,however i was too lazy to make a blueprint to showcase it replacing the static mesh so i just placed the emitter on the right side of a static snowman,every important value is shown in the video,ill start finetuning the liquid effect now,since it still looks a bit “blobby”,if u now any good radius,smothness and so on values for the surface fluid particles let me know
That is very impressive, are you also using SSS shaders for the skin, etc? Any more details you can share regarding the character? That looks like AAA-quality characters that aren’t too “creepy”.
Hey did anyone figure out some better fluid values than in the standart nvidia 4.7 flex sample yet? Im still having hugh issues with it,for example if ill apply a small radius and improved smothness i’ll get a pretty smooth looking surface,BUT now the fluid particles behave pretty strange in collision and in “binding” with each other,i even tried to correct that manually in flex container (you need to set collision down if u shrink the particle radius down for example),still not as good as the nvidia flex demo (running independent from ue4),btw im trying to redo the nvidia flex demo samples in unreal with a little discription next to each explaining how its actually setup in unreal as a learning process for myself,but why not share it as “lookup tutorial” once its reached a state where i think its ready for tut release. its whats done so far: Physics meshes,ropes,turn ur own mesh into a softbodie (like in the examples but with tut to use ur own mesh),different fluids demonstrated (from water up to goo),using flex for other like snow,rain…
And heres what i cant do atm and would love help with : cloth that can be ripped apart,just can’t find documentation about it (see flex demo),as mentioned above better looking fluid surfaces
I noticed some voxel space aliasing though, I mean the lighting doesn’t change smoothly when you move things. Maybe these settings will help:
r.VXGI.HighQualityEmittanceDownsamplingEnable = 1
Material: VxgiProportionalEmittance = 1
Material: VxgiCoverageSupersampling = 1 OR MaterialSamplingRate > 1
I think i enabled HighQualityEmittanceDownsampling but definietly didnt change anything in material settings. Also vxgi map size is set to 64, so 128 would looks noticably better i guess (ill make it optional). Im planning to add one more scene with ropes so ill try to improve visual quality with your suggestions (when i get better, im sick lying in bed right now).