Graphics setting are revealed: ://www.dsogaming/news/rise-of-the-tomb-raider-pc-graphics-settings-revealed/
And no VXAO option. It seems you can’t have Voxel AO without using VXGI as a whole (otherwise how would the engine calculate resulting voxel AO if there is no Voxel GI solution to generate it).
Hey Nvidia, thanks for releasing an update!
I’m running in some issues though. With some hair assets UE4 crashes when I want to add them in a BP. In the Furviewer.exe they work fine.
In 's build I couldn’t get them to move with the skeletal mesh like they were not skinned to the same bones… I think I’m doing something wrong during the export of my character and the hair assets.
But it’s weird that they do work in the FurViewer… I hope someone can help me!
EDIT: Wow, I feel incredibly stupid… I had added meshes and other objects to the growthmesh’s skin modifier… It’s fixed now
1)how i can increase density of voxels for specified mesh (for example for character for better quality)?
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 in VXGI?
There’s no way. Voxel density is one for all objects, but there are multiple levels of detail, so regions of space further away from the camera / anchor have lower voxel density.
It’s controlled by a combination of r.VXGI.MapSize and r.VXGI.Range console variables. And you can use a “VXGI Anchor” actor to place the region with highest density around your special mesh.
It doesn’t matter for VXGI.
Try reducing Tracing Sparsity, or enable Temporal Filtering - both in VXGI Diffuse section of PPV.
Not really. The only special cases are - objects with size comparable to a voxel or smaller, which will flicker when moved, and large objects that are far away, which may be out of the voxel space and thus not affecting the scene at all.
We are currently running 's latest 4.9 build, so I’m not sure if one is already handled or not, but anyway: We have noticed that VXGI only voxelizes regular meshes, not instanced meshes. For optimization purposes we are currently converting a lot of meshes to Hierarchical Instanced Static Meshes, but just noticed, that VXGI doesn’t seem to voxelize them at all. Which is obviously really unfortunate. Is it possible to add voxelization of HISMs in the future or has it already been done in an earlier version?
I was trying some tests with the flex and I found a cool effect it can be used for. I noticed that soft bodies can be attached to multiple shapes. means you can take a skeletal mesh, convert it to a soft body and attach it to skeletal shapes. Then if you use a script you can move the shapes with a animated skeletal mesh. It’s probably overkill for gameplay but could be useful for cut scenes or maybe a modeling program.
Benefits
Looks more realistic
Maintains volume e.g twists, bends.
Jiggle effect / fat. The effect increases the more space there is between the bone shape and the skin.
Self collision. When bending the arm the mesh doesn’t intersect (creates a fold)
Interacts with other flex e.g cloth, water. Does have some intersecting issues.
Easier to set up for a novice user. Only need a few bones and no weight painting. e.g created a pelvis / thigh bone and two shapes. It was then easy to set gymnastic style poses (normally I need a lot of helper bones).
Issues
Can create a bit of an uncanny valley effect.
Doesn’t work well on detailed areas like the face or hands (keep as separate meshes).
Cloth can pass through character when moving fast.
Can’t set rigid parts attached to soft body parts e.g metal shoulder pads would look like rubber, need a separate mesh.
Slow performance (would probably be ok for about five characters).
Funny side
Because the soft body maintains its volume and the skeletal mesh bone area is fixed it can create overlapping shape issues e.g if there’s a cube shape that the character walks though then the character will inflate to match the volume of the box.
The soft body parts attached to the skeleton will not be affected by flex while the other parts are e.g a character’s skeleton won’t float in water (can walk through water) but any other parts will (belly fat)
Possible tool extensions.
It would be cool if I could create the flex particles in a program like blender. Then I could create a more accurate shape (maybe even use muscle shapes) and maybe set the strength between particles (bone / clothing / armor / muscle / fat areas).
I’d also like to be able to stitch pieces together e.g model muscle areas in a compressed state. Then stitch them together on the skeleton (stretch the muscle to match the skeleton). Then when the character bent their arm it would change from the stretched state back to the modeled compressed state.
I hope method hasn’t already been mentioned and that it was useful to someone. I’d really appreciate any suggestions for the of clothing passing though a soft body attached to a moving shape.
I don’t think something was done specifically for instanced meshes. There were some fixes for voxelization of particles though. I’ll see if instanced meshes work.
Well, it is there in our official VXGI-4.9/4.10 branches.
You can try merging the required changes manually, it’s just one commit: /commit/6e694f3f9edcf260180ca0e960c25c2725c8cc2d
Does mean you are able to use flex softbodys with an animted skeletal mesh? I am trying to do for so long now how did you do it? Please explain I am realy interessted
I’m trying to model muscle. In the video I created muscle meshes in the contracted state and stretch them to the bone anchor points. Although it’s probably possible to link the particles to the troll mesh after the muscle bones are in place it is a bit awkward to setup.
The FleX docs say voxels can be used for soft bodies. I might try creating a Blender plugin that takes multiple meshes (muscle, fat, bone, clothing, accessories) and creates a single voxel of particles. All particle in a single mesh (e.g muscle, bone) would be linked. There could also be attach shape areas e.g link muscle to bone, clothing to skin, shoulder pad (solid) to skin. Each group could have parameters like link type (solid, cloth, soft body). Soft bodies could have spring settings so you could model a muscle in the stretched state and make it contract by default (don’t need weird muscle bone stretching animation as shown in the video). It could also add non voxel particles for joints (hinge joint => four particles).
I might just use the FleX SDK directly. I’m not sure how the FleX particles move the mesh (soft body). Does anyone know which class controls the soft body mesh?
Just a random thought, but is it possible to change link constraints when the game is running e.g if I have two particles, can the spring force between them increase? If it can then it could probably be used to create motors. It might also be possible to create muscles that move the skeleton.
I don’t know the answer to your question, but I just wanted to say that what you’re doing is wicked cool. I will eagerly watch your progress.
Also, I did notice that Nvidia seemed to update flex to ue4.10 a couple of days ago. Perhaps they’ve also incorporated additional functionality? I didn’t get a to peruse the commit list yet.
Question: Is anyone working on integrating IRay into UE? If I can get my hands on an academic license I want to give it a crack, but don’t want to reinvent the wheel if there are already people working on it.