amazing job
It should be next week. Iāll post some release notes ASAP. Mostly bug fixes and assorted improvements.
Done for FleX, WaveWorks, HBAO+. We are waiting on VXGI for the new build next week.
Thank you very much. Do you have any plans for merging the branches ine one branch having all of them or are waiting for the features to be finalised first? Also any updates about flex water and dirt/sand shaders? Thanks !
Hello ā¦ Would You Please Upload Itā¦ (If Is It For 4.7.4)ā¦
hi
you say next week put the note of new vxgi version. The 2 bounce will be in the next version??? (please say yes hehehe).
I was trying to obtain the FleX-UE4 integration from the link they sent me. Has it been moved, or removed?
Guys I want to know whatās happening in my scene with VXGI (pretty much default settings) : When I move my mouse slightly the illumination completely change.
and my settings,
As you can see, very dark on the 1st image, then suddently, all illuminatedā¦ Iām using a directionnal light and a skylight only. Itās not possible to make a cinematic when the lighting drastically change like that.
Sure itās not eye adaptation being weird? Itās a bit strong sometimes. Try disabling it and see if that helps.
I triple checked itās off on my global post process and even on my cameras. I have a camera moving in straight line and as it moves foward some parts of my scene suddently gets more illumination. Weird. Itās like a on/off switch.
I think I might have experienced the same recently. Either I didnāt notice it or I changed something, but recently VXGI seems to behave weirdly (my BaseEngine.ini uses the default values)
When checking DebugMode 3 I noticed something strange: The voxelization seems to work weird. Sometimes it doesnāt voxelize parts of meshes, but then it does again. The materials are setup correctly. Even meshes which are the same voxelize differently. a few screens (click for full resolution):
://i.imgur/LwxThEhl.png
://i.imgur/bO7zBQpl.png
://i.imgur/wk0f26il.png
The right side should like the left side, but there seems to be parts missing on the left.
://i.imgur/pIhET9Ul.png
can you tell me which version you are using because used to happen in the first version where view dependency voxelization was used. They have since removed view dependency which should eliminate problem.
I use 's updated version for 4.7.3.
Iām using 's merged version. Not sure if itās the latest one tho. Itās with 4.7.3.
Iām also getting bug with 's 4.7.3 version (I built it during last week)ā¦ I didnāt try last nvidia version, though. My scenes are all converted to 4.7+, so Iām waiting for them to release the new version.
Iām afraid not, 2-bounce will take a while to implement and get it right.
No, the FleX-UE4 integration is just another branch on /NvPhysX/UnrealEngine. Look at /NvPhysX/UnrealEngine/tree/FleX
Thank you very much. Do you have any plans for merging the branches ine one branch having all of them or are waiting for the features to be finalised first? Also any updates about flex water and dirt/sand shaders? Thanks !
Hi ,do you guys ever think how the user can integate your work to their own branch of engine? Say if I have a local branch which already contain lots of change of the engine, branch maybe even not a github fork.And we develop game on that.So I canāt directly get the waveworks branch and use it.What should I do? Merge the code manully will be very frustating and also suffer from future update. Whatās your idea on ? Thanks.
I started on a merged branch, and fixed the where FleX and WaveWorks didnāt play nicely with the GPU resources. Iāll continue to work on the merged branch after the new VXGI comes out week. The FleX water shader should be out the door next week, I believe.