is anyone having trouble with 4.17 vxgi (im using . build)
basically it (kinda) works on already made project, for example the cornell box worked for me when i opened it (multibounce off, the emittance voxels view was looking proper) then i re-opened the project and the emmitance voxel view is just like looking at it in lit mode, the opacity voxel mode does work it looks proper but there was just no vxgi lighting at all. then i set the multibounce to 1 and it magically worked (even tho that the first time i opened the project it worked without multibounce 1), setting mb back to 0 also makes the voxel view empty again. then i tried another project that i made in 4.17 and just merged the assets from my 4.15 project, the voxel view was just half empty and some of the emmisive materials were voxelized, but again when in lit mode they just did nothing (vxgi light was not produced). i am sure that my post process volume is in the level and that vxgi is enabled.
my friend tried the same and got the same results, can someone else try and report back aswell?
steps to reproduce:
make a new 4.17 project
make an EMPTY level
make a default material with just a color in it, make another material thats strongly emmisive
place a plane and put the color mat on it, then add a cube and put the emmisive mat on it
place the PPV in the level and enable vxgi
check your voxel views
the steps explained above SHOULD and DO work in 4.15 vxgi but in 4.17 they just dont
Iām rather impressed by Call of Duty ambient Occlusion GTAO compared to HBAO+, and especially the lower performance cost it has? What do you think?
Check the hand holding the weapon in comparative video below:
I am getting compilation errors when trying to compile the 4.17.1 Flex branch on windows with visual studio 2017.
I have followed the steps correctly, and I get 15 errors after compilation. I have tried compiling multiple times and I have tried running visual studio with admin rights.
Thanks ,
I get error when built for Win64ā¦ Not sure why a Mac\ folder is involved.
Error C2039 āMergeShaderCacheFilesā: is not a member of āFShaderCacheā
E:\UE\UE_4.18_GameWorks\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp
Probably my fault somehow but canāt tinker with it just nowā¦ Any ideas?
Thanks , that clears things up. Now up and running with no problems so far.
Have you any idea why VRWorks lags behind all the other Nvidia stuff for integration in Unreal?
Cheers!
hi i need to know how to have all those branches into one engine,bit confused as i m new to ithis,I have now 2 engine one with flow and other with waveworks .how can i have a project use both the features or plugins.please anyone explain or advice ,thanks
Are there any tutorials out on how to properly Install and USE NVidia Flow in UE4? It just seems like a very closed subject and I really canāt find so much if anything about itā¦