All platforms Support?
(Windows, Mac, Linux, Android, iOS, HTML5, PS4, Xbox One)
Currently only Windows
VS2015 update 3
Hello, I was just trying to build VXGI 4.12 through Visual Studio 2015 with update 3. I got all types of errors and found a site that stated that these errors were because of update 3. Epic released a hotfix for 4.12.5 to fix compatibility with VS2015 update 3. Another option is to downgrade/reinstall VS2015 update 2. Just thought Iād let you know and ask if there is an ETA on merging VXGI 4.12 to 4.12.5 to fix problem? Thank you.
Hello.if i want to merge three branches(felx,vxgi,hairwork) is it a simple copy/paste operation and then compile it with vs2015 ?
I also didnāt have much luck building the new version of FleX. Iām sure it would work if I followed the instructions and used git. I just tried compiling the old version and overriding the files with the new source. I think the old version was a visual studio 2013 project and the new version was 2015. I only wanted to test some of the core features so I just copied the api to a standard UE4 project and used flex.h and flexExt.h directly.
Just thought Iād post some notes about a few FleX features I was testing. One cool is that you can use springs to simulate motors and create joints with limits. So you could animate a character swimming and they could move though water. Or maybe simulate a monster truck crushing cars. Unfortunately, Iāve only been able to control springs using the Core API, it didnāt work when I tried the Extensions API (which is what the UE4 integration uses). Iām surprised that the Extensions API didnāt have more spring options.
I tried exporting a voxel character from blender and turned it into a rigid body and soft body. For the soft body I tried connecting neighboring particles by distance constraints as suggested in the manual. was linked to a skinned mesh with each bone being aligned from three particles. While it worked for small objects, I found that for a larger number of particles it would tunnel through each other and become interlocked. Originally I planned to use a mixture of voxel rigid body bones connected to soft body muscles (similar to a voxel scan). I also found that using the Core API seems to run slower than the Extensions API (Iām guessing I might not be using treading correctly).
I might try using inflatable cloth for rough muscle groups next e.g probably just two groups stitched together for the upper arm. Its mainly hollow and should allow for finer detail / smaller particles. Hopefully it would also fix the interlocking (donāt need to enable self collide per inflatable group).
Iād really appreatiate it if anyone can help with any of the following:
- Is it possible to control springs though the Extensions API (flexSetSprings didnāt seem to work).
- Does anyone have flexExt.cpp? (I though it was suppose to be open source while flex.cpp wasnāt).
- I had really bad performance when I was rendering the particles (tried instanced meshes, billboards). Iām guessing it might be because Flex is using the GPU.
For you should probably use the soft body model using shape-matching constraints. You can see in the soft body test map, and there are extensions methods for converting a triangle mesh into a particle sampling + constraint set for soft body simulation, see flexExtCreateSoftFromMesh().
Extensions is just designed to provide an easy way to manage the asset/instance model that UE4 uses. All the parameters exposed by flexSetSprings() can be controlled through extensions by modifying the flexAssetExt. But note that if you want to change spring rest lengths / stiffness on a per-instance basis you would need to duplicate the asset. If youāre using the core solver directly then you could just call it yourself.
Itās part of the Flex SDK package (as flexExt.cu), available from https://developer.nvidia/flex.
Rendering them as point sprites is pretty efficient, rendering them through the debug library is very inefficient though.
Wow, Miles Macklin. Thanks for taking the time to answer my questions, your comments have been a huge help. FleX is really amazing and itās great to see it integrated into Unreal.
Duplicating the assets should be fine for my current tests. Iām probably going to go back to using the extensions and the UE4 integrated branch.
I was just trying out the new FleX branch and itās super easy to setup now. Just like to say thanks to the devs for the update and for upgrading to UE 4.12.
Updated VXGI-4.12 branch to 4.12.5 yesterday. It was a trivial merge.
Nice, thank you for the update. I appreciate your work on project.
Is there somewhere an explanation how to make a merge? I am not a programmer but I would need a combo of Flex+Turbulence+VXGI and right now there is not available, and if it is something that I learn to do on my own that would be great.
Thanks in advance.
UE4 still does not support GPU
The base UE4 doesnāt, but I think FleX is using the GPU. Otherwise the more intense like the water sims would have even more trouble running.
For the VXGI folk[s]⦠just a tiny little note!
I love . I love VXGI. Iāve been using it to light my interior sets for my portfolio work while I seek out art opportunities and itās lovely; easily my favourite ever brought to UE4; Slight performance impact is generally moderated with some tweaks and well worth the effort! My many compliments to you, your continued hard work, and for helping community out as much as you have been!
Thank you SO much!
Hello , For the French community , the five video Gamework Nvidia .
Bonjour , Pour la communaute franƧaise, cinq video sur le Gamework Nvidia.
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Hey (or anyone who may be able to help),
Iāve been playing with the plug-in for Maya, and Iām currently using unreal 4.11. I have a situation very similar to the Wushu Demo from 2013 GDC (the main video on the download center page) with overlapping cloth on a character, and no matter what I do, I cannot seem to make them play together in the same way as that video. I have activated self collision, I have played with the self collison thickness, I have even played with backstop. No success. Do the overlapping cloth pieces need to be part of the same clothing Node to be able to talk to each other with self collision? Because I have tried making the overlapping cloth two āelementsā of the same āmeshā and added to one cloth node, and that didnāt work either. Or can multiple Nodes collide with each other? Iām completely stumped, and I donāt know how to fix the problem.
Hi,
I donāt have personal experience with authoring clothing in UE4, but Iāll bring your question to the attention of someone who does. The Wushu demo was done on a highly customized UE3 code base, itās very possible that the effect cannot be replicated with stock UE4.
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I really appreciate the help, thank you so much. Iāve been running into wall for a while now, if you happen to talk to someone who might know what I can do, that would be fantastic. Thank you for your time!
Hi DiagaDumah,
I actually authored the wushu demo so I can answer your questions. Ultimately the asset was broken down into multiple parts, the hood, shirt, skirting, and pants. I did so that I could have different settings per section of clothing. I got 90-95% of the collision effect between those asset with a careful balance between distance, backstop and collision shapes. We knew the hood, and shirt were unlikely to collide with anything so those stayed very independent. The pants and the skirting has are where the tricks are. The pants are mainly small distance near the bottoms and used backstop for the inner leg collision. the only collision shape that was used was for the foot, and it was exaggerated in size if my memory serves me well. The skirting had enlarged collision shapes. The size of the collision shapes was about at the distance of the distance for the pants, give or take a nudge either way. The distance on the skirting was greater near the bottoms and tighter closer to the waste line. The hood, skirting, and sleeves all used their own self collision. helped the fold size on the hood and sleeves and helped with the 4 pieces of skirting from interpenetrating. The other two big notes are to use local space sim, it handles fast animation much better, and turning the inertia blend up a bit. Also use the connected spheres for collision shapes. They can conform to the body better and more efficient with clothing. As an alternative, you could always combine all your cloth into one asset and use self collision if your vert count isnāt to high and doesnāt over complicate other authoring matters too much. I hope helps to get you the results you are looking for.
No you donāt miss something, VXGI is by far not comparable to SVOTI or Enlighten if it comes to performance. Thatās the reason why everyone is getting more and more annoyed about UE4 not having a reliable dynamic GI solution that is usable in the more complex scenes that most games tend to have. Donāt get me wrong: VXGI is for what it is. But right now itās mainly usable for making nice scenes for a portfolio, making movies or for ArchViz stuff. If you have a very simple game with very limited scenes, it might also still be fast enough (if you can control the hardware it runs on), but for most real games itās just too slow. We experimented with different GI solutions (both abandoned solutions by Epic and the WIP community solution) for UE4 and VXGI is still the best in the bunch. But in the end we decided not to use it, because it was limiting our game too much, even for an optional high-end .
We still have hope there will be some big performance improvements in the future (maybe even something like partial baking or specific āvoxelization probesā) but right now itās not usable for us.