@ Can you branch GameWorks to UE 4.19.x ?
@: i met with your branch
-HairWorks-HBAO-VXGI-WaveWorks
4> UE4Editor-BlastMeshEditor.dll (0:01.68 at +38:00)
4>LINK : fatal error LNK1181: cannot open input file ‘NvBlastExtAuthoringPROFILE_x64.lib’
4>
4> Error executing C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\amd64\link.exe (tool returned code: 1181)
4> ---------------------- Done ----------------------
Previous build of you can build well no error, i use VS 2015
Try it:
GenerateProjectFiles.bat -2015
Flag -2015 generates projects in a format native to VS 2015. The Visual C++ 2015 compiler will be used to compile when option is set.
Ok. I’ll check.
How can i build only HairWorks+VXGI without Blast,Flex,Flow from ?
-HairWorks-HBAO-VXGI-WaveWorks
Okay, I have the latest flex Unreal build from Github. I compiled it and ran the editor. Does only implement the soft bodies? I was hoping for the fluid simulation tech. Is there no demo project for that? Documentation to set it up?
Cheers,
A few quick questions.
- Has Epic commented to if or why these components are not being included as core plugins, seems a bit strange but maybe I am missing something.
- Has anybody heard about destruction 2.0? Is that now becoming Blast or something else?
Thanks to all for all the good work in providing integrated streams.
C
In a week I will create a branch
Could I also have that info? Want to try it with waveworks.
But waveworks does not seem to want to install. get in vs2017 (see image below)
Followed these instructions:
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Get a Github account
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Install Visual Studio Express ( I think it needs to be 2013 to build UE4.9 )
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Download or clone the latest waveworks build ( 4.9.2 is the latest one someone has made it for )
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Switch to the correct git branch
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Run setup.bat
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Run generateprojectfiles.bat
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Double click UE4.sln
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Build UE4
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Build the shader compiler thing
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You should be able to launch the engine now from the build/ folder (it will get stuck at 45% for ages)
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Get a Github account
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Joined Github account and unreal account
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Install Visual Studio 2015 CE
would be so cool!! thanks a lot…as I also only need hairworks and vxgi
Thank you very much:D
It doesn’t do fluids. You may want to look at NVIDIA Flow for that.
Thats not right. The entire point of Flex is that hardbodies, softbodies, cloth & fluid all use the same underlying particle simulation approach so can interact with eachother. And last time I tried it in UE4, there were demo scenes that showed all of . Depending on the demo scene in question, some had the fluid rendered as simple balls, others used fluid surface shading to make it look like actual fluid. I am out of date though, the last time I tried stuff was several UE4 versions ago (probably 4.16-4.17), its on my list of things to try again week.
As for Flow, at its heart it uses a simulation that is commonly called a fluid simulation. But sort of fluid sim is typically used for things like smoke, fire, gas clouds, not liquids. Actually nvidia did have a graphics demo many years ago that used sort of sim to create a tank of water that could be interacted with, but its much rarer to see attempted (required different rendering technique and probably a little extra stuff in the sim) and I dont think its made it into any available toolkit for game developers. And that one was trapped in a very basic grid, unlike the fancy stuff Flow does to improve efficiency, memory use and expand the physical game area a sim instance can be run in whilst still retaining practical framerates and appropriate level of sim & rendering detail.
I finally got Flow working, for a minute. whole separate git branch for each different package is nutty. All tech is separately maintain with their own unique build quirks. Seems like a lack of commitment to support. I guess I will wait on until its a priority for nVidia, Epic, or somebody.
**Update:
I downloaded 's version of 4.18 and am up and running in 4.18 after compiling, etc via VS2015. Thank you!
**
Hi everyone!
I’ve been using the 4.17 build discussed , and I am so thankful to have it; it has everything in it!
I’m slightly confused on the newer 4.18 builds posted my , though. Should I be using the ones?
There seems to be one for “4.18 Gameworks” and one that is “VXGI 4.18”. I’ve compiled the ‘gameworks’ one a couple times and don’t see VXGI & volumetric, etc in there.
Am I doing something wrong, or are these separated for a reason? I can grab the ‘VXGI 4.18’ version, but am assuming the other technologies are not included?
I very likely may simply be doing something wrong.
In VS2015 I just build the UE4 project and for 4.17 that was all that was needed – should it be the same, or do I need to do other steps as well to get the rest?
Thank you for your help, everyone – is a wonderful thread to have .
While I don’t quite understand Nvidia’s approach to all of these tech’s being separate…it makes me appreciate thread even more!
PS - One final ‘different’ question. If I build / package my 4.17 project, it seems to crash on launch – is happening for others?
For the VXGI build, does anyone know how to get the engine to “ignore” a slot in a multi-material-slot mesh for the purposes of determining occlusion?
It seems that Translucent materials are ignored, which I guess makes some sense.
But if I have a mesh with multiple material slots, it seems to ignore the **entire **mesh if just **one **slot has a Translucent material, even if all of the other slots are Opaque.
for table mesh, I have two material slots.
Image 1: both slots Opaque:
Image 2: One slot Opaque, other Translucent (entire mesh is missing from reflection):
Image 3: One slot Opaque, the other WorldGridMaterial (only WorldGridMaterial is missing from reflection):
In the last image, you can tell from the reflection that the engine is treating the Opaque-material part of the mesh (bottom part of table) as an occluder and ignoring the WorldGridMaterial (top of the table). How can I get it to do the same thing with the material setup in Image 2?
Can you send my sample project may be i can help you
Sure - 's a simple project: https://drive.google/open?id=1bSPONZztk-3-xBy1JpdeLo4mmvI5kB72
To view the behavior, open “NewMap,” select the table in the scene. If you change the material in the “Element 1” to “M_empty,” you should see something like Image 3. was built in a custom VXGI build with other stuff added, but I think you should be able to convert it to a VXGI-only build project.
Grateful for any assistance anyone could provide!