NVIDIA GameWorks Integration

Yea.
I think the idea resolution for hair would be combining the two techniques.

Hi.

Im not sure if i understand exactly what you need, but if your flex object is overlaping with mesh (static or dynamic) than that part of flex object become atached to that object (so it may be static). Send me PM if you need more info.

Is there a compiled project for VXGI and Flex? If not, how do I compile for both of these?

alright. Any news on face works?

Ok seriously , How will it work ?
I’m guessing Hairworks is just till Unreal 4.5 and I currently have 4.9.
Is it a version thing or am I doing it wrong ?

Guys don’t let thread die :stuck_out_tongue: My life depends on it lol. We’re going to receive new update after 4.11 right?

Is there anyway to atattch flex to an animiation?

a little example. The pink cube is an flex object attached on spawn to the grey ball. The cube will not move with the left and right animation of the ball but when I move the ball directly in unreal it will.

v=dyCzdLz8GPg

I just made video as an example I actually want to attach a flex oject on the hand of an animated person.

Couldn’t you attach it to bone or socket instead of the actor itself?

The grey ball has 2 animated bones witch make him move. It did overlap with the bones on spawn so with bones doesn’t seem to work am I right?.

How to attach flex on a socked?

As far as I am aware, flex objects cannot be attached to bones or sockets at time. is a that I do plan on implementing at some point, but not in the near future.

Would it be possible to have a trigger event that replaces a rigidbody with a flex object or spawns a flex object?

Hey , Are you planning on doing an gameworks all branches for 4.11?
That would be great, I really want to try sequencer

best

Thank you for the answer :slight_smile:
There is no way yet to attach flex on anything animated or is there any work around? Almost every game uses animations meaning not being able to use flex together with them would be really sad :frowning:
Anyway I love flex maybe I just gotta wait. Keep up the great work guys :slight_smile:

Hi , I have the same problem. Did you find a solution to it?

Hi Guys.
I have questions about VXGI:

1)how i can increase density of voxels for specified mesh (for example for character)?
2)is there any difference between rendering a mesh with overlapped UVs or correct UVs with VXGI? subject is important in light mass.
3)in some cases when i use VXGI for rendering my scene has noises (for example tree with wind).how to avoid that?
4)is there any difference between rendering quality of big objects and little objects or hi poly and low poly objects?

Failed to build Hairworks myself, and I’m not going to try again. Is there any news on when we can expect it to be integrated into unreal?

Ok I tried to use VXGI on Elemental Demo map.
And I have small. Voxelization times on map, are going to ridicoulous times like 40+ ms.

Any ideas what I should start tweaking ?
I’m using GTX 780.

Edit:
I Disabled HDREmittance, Reduced MapSize, but neither have enough impact, rendering time is still floating around 60ms.

@ happy new year to you and to all of you. Is that true that Rise Of The Tomb Raider will include VXAO like article vaguely mentions : ://wccftech/nvidias-vxao-to-be-featured-in-rise-of-the-tomb-raider-heres-what-we-know/ ?

I didn’t know you could cut the VXAO as part of VXGI and use it separately without the need of dynamic GI tech that induced it as a result.
Either possible and that I am not aware of (and many others too) and if true would you please explain how VXAO can work without the need of VXGI to generate Voxel AO resulting from n the Voxel GI lights?

Or that article writer got completely confused and mixed between the techs.

Is anyone able to Pakage games with the current Hairworks branch? I just want to know if the is on my side or if it is currently not possible. Everything else than pakaging the game works fine for me.

Based on ://on-demand.gputechconf/gtc/2015/presentation/S5670–.pdf looks like you can edit the VXGI parameters to get VXAO.

The writer of the article perhaps thinks VXAO is something extra or different compared to VXGI but from what I see it appears VXAO uses current VXGI but skips the GI parts to do VXAO and get nice results with less demanding computing.

The writer says ā€œNvidia says VXAO is unreleasedā€ etc. because probably it is a subset of VXGI and maybe there are better ways to do VXAO in VXGI or VXAO by itself, etc.

It looks like the latest Tomb Raider will use non-GI lighting but some kind of VXAO to get nice AO and ā€œGI-likeā€ looks.

Of course, I’m sure or others can clarify accordingly.