NVIDIA GameWorks Integration

@ Can you branch GameWorks to UE 4.19.x ?

@: i met with your branch :smiley:
-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 :smiley:

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 to generates project in native format?

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.

  1. 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.
  2. 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:

  1. Get a Github account

  2. Install Visual Studio Express ( I think it needs to be 2013 to build UE4.9 )

  3. Download or clone the latest waveworks build ( 4.9.2 is the latest one someone has made it for )

  4. Switch to the correct git branch

  5. Run setup.bat

  6. Run generateprojectfiles.bat

  7. Double click UE4.sln

  8. Build UE4

  9. Build the shader compiler thing

  10. You should be able to launch the engine now from the build/ folder (it will get stuck at 45% for ages)

  1. Get a Github account

  2. Joined Github account and unreal account

  3. Install Visual Studio 2015 CE

  4. https://forums.unrealengine/community/general-discussion/1430784-nvidia-gameworks-and-simul-truesky-integration

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! :smiley:

**

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. :slight_smile:

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 :smiley:

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!