Note that the image below is not from UE4, itâs from our VXGI sample application.
From one of the VXGI developers: âThese images are rendered with the latest version of VXGI, which supports multiple indirect bounces (right column) and with single bounce for comparison (left column). One spot light, no ambient, no light maps, no SSAO.
While multibounce support was primarily added to improve diffuse and specular lighting, it plays really well with refractions too. While we already have support for multibounce in UE, there are no such refractive materials there yetâŚso itâs not quite ready for release yet.â
Thank you Sir, though I had found out that I am to blame .
I had overlooked that curves have to be linear.
Instead I am hitting now another error-message.
Thank you for the update. I have access and will take a look.
Yes, itâs a new version 1.1. Please sign up for an account at ://devsupport.nvidia (a less formal repository for releases than the GameWorks web site) by clicking on the button labeled âCreate a New Accountâ, and send me a private message on forum telling me the email address you used for the account.
I think pushing out the first pass would be overall beneficial. It would get the community learning the shaders and giving feedback. A few artifacts wonât be prohibitive to testing the waters (pun intended).
The Faceworks integration has been seriously stalled by competing priorities. On Hairworks I get to sound like a broken recordâŚâvery soonâŚwithin 2 weeksâŚâ. For Hairworks we are having an internal debate about whether we need to make certain changes before pushing a first release out the door, or whether we can release it without the changes. The risk is that if we donât do these changes, itâs possible that after we do you would have to import and tune your assets again, because we might not be able to guarantee forwards compatibility of the code paths. What do you think?
I think as long as its documented that the release is experimental and is subject to change that will potentially break previous assets, then I donât have a problem with it being released earlier.
Oh im fine with that. If you mean tuning my asset âagainâ just like hairviewer yeah im absolutely fine with that. edit
right now im having really bad time placing alpha planes all over my character head and texturing them one by one haha.
I got rid of it by setting transform and rotation to zero (freeze transform). (another prerequisite found )
Flawless export but I am now back to the old error.
As it looks like the HairDescriptor has changed, I can´t test with the 1.1-viewer.
However, somehow my FlightControler wants to play with the new viewer too and rotates arround all the time.
Interesting that the axes are changed by the same number.