@ - quick question - will these GameWorks features work in VR? VXGI and the fluid shaders in particular.
As far as I know, there are no issues with VXGI or fluid shaders in VR. However Iām not familiar personally with how UE4 behaves under VR, and I canāt say that Iāve tested any of these integrations that way.
ah Iām getting a 404 from the hairworks ue4 link, anychance of a fix?
edit: nvm got it ^^
Nudlegaru
(Nudlegaru)
May 18, 2015, 9:15pm
1377
After reading ://www.geforce/whats-new/guides/the-witcher-3-wild-hunt-graphics-performance-and-tweaking-guide
I found out : "To achieve a realistic look for Geraltās hair and beard, which grows as the game progresses, we developed new, more advanced stiffness and bending controls to allow for intricate styling. And for realistic shading in a world with dynamic weather and numerous locations, we introduced new diffuse, specular, and glint controls, enabling Geraltās white hair to match surrounding conditions.
Another new addition is the ability for Geraltās hair to get visibly wet, matching the shading properties applied to his wardrobe when taking a quick dip. Over time heāll dry out, and the appearance of hair will return to its normal state ."
So basically, there is growth for both beard and hair in real-time and HairWorks support that also a āwetā shader is there to simulate wet appearance when getting wet and dry out in time. I know it is hard to make the hair system work and I really appreciate that but if you can do it one day for UE4, would very kind of you.
After reading ://www.geforce/whats-new/guides/the-witcher-3-wild-hunt-graphics-performance-and-tweaking-guide
I found out : "To achieve a realistic look for Geraltās hair and beard, which grows as the game progresses, we developed new, more advanced stiffness and bending controls to allow for intricate styling. And for realistic shading in a world with dynamic weather and numerous locations, we introduced new diffuse, specular, and glint controls, enabling Geraltās white hair to match surrounding conditions.
Another new addition is the ability for Geraltās hair to get visibly wet, matching the shading properties applied to his wardrobe when taking a quick dip. Over time heāll dry out, and the appearance of hair will return to its normal state ."
So basically, there is growth for both beard and hair in real-time and HairWorks support that also a āwetā shader is there to simulate wet appearance when getting wet and dry out in time. I know it is hard to make the hair system work and I really appreciate that but if you can do it one day for UE4, would very kind of you.
Sure. Iāll ask about it. We have a list of features to implement, and after that, weāll find time for the wet-hair shaders.
Hello friends,
Very sorry for the long delay and my absence from the forum lately, things have been busy with travel, etc. Iām happy to announce that the first-pass integration of HairWorks is up on Github now, /tree/HairWorks . There are plenty of issues yet to be resolved, weāre not happy with the shadows and aliasing, and there are other rendering artifacts and there. Also, first pass is implemented using Blueprints for managing and tuning the hair assets, and we expect will change in the near future, so please donāt expect any assets you create with first-pass integration to be future-proof. Be sure to plug in an Xbox controller when running the HairWorks map, the controls are blueprinted to the controller buttons right now; weāll create a keyboard map in a future pass.
Thanks,
Now is what I like to wake up to, thanks for HairWorks repo, I will get right on to having a play with it. See if theres any way I can help out with some of the rendering issues
Gandosh
(Gandosh)
May 19, 2015, 5:23am
1380
alright. all i did was create a new camera and locked my editor on it. Then hairs flew away like . I didn;t touch anything except camera.
Gandosh
(Gandosh)
May 19, 2015, 5:25am
1381
when i see way there is no roblem.
Really really liking hairworks so far. Very impressed especially considering its still in its early stage of development.
was my most anticipated
Mittens
(Mittens)
May 19, 2015, 11:06am
1383
Is there some way I can get an email or notification when HairWorks is in the public (non-github) UE4?
My project is on hold until I can give my humans hair
Epic tells me that wonāt become mainstream for UE4 anytime soon.
Weird. Iāll pass that along.
Yeah I get same camera weirdness. It has some connection to the āaspect ratioā of the camera. If thereās letterboxing of any kind the hair is transposed in one direction or the other.
Good to know, weāll look into it. Thanks!
https://trello/b/gHooNW9I/ue4-roadmap
Hair / fur shading in list Rendering
May - June- July(UE 4.9?)
Gandosh
(Gandosh)
May 19, 2015, 3:10pm
1389
By the way when i render out using matinee. It works just fine. No flyaways.
I guess they mean their own proprietory hair tech rather than HairWorks or TressFX. Iām curious to see what Epic will come up with, both for rendering as well as simulation.
erodann
(erodann)
May 19, 2015, 7:42pm
1392
Hey !
I tried to create a new Engine with the VXGI but i have error
Unknown exception - code 00000001 (first/second not available)
Fatal error: [File:E:\Unreal Engine\UnrealEngine-VXGI\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows\GI_InterfaceD3D11.cpp] [Line: 1950]
VXGI Error: NvAPI_D3D_GetObjectHandleForResource failed (E:\Unreal Engine\UnrealEngine-VXGI\Engine\S
KERNELBASE + 109229 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 285 bytes [e:\unreal engine\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FMsg::Logf__VA() + 463 bytes [e:\unreal engine\unrealengine-vxgi\engine\source\runtime\core\private\misc\outputdevice.cpp:526]
UE4Editor_D3D11RHI!nvgiutil::FVXGIRendererInterfaceD3D11::signalError() + 202 bytes [e:\unreal engine\unrealengine-vxgi\engine\source\runtime\windows\d3d11rhi\private\windows\gi_interfaced3d11.cpp:1950]
UE4Editor_D3D11RHI!nvgiutil::FVXGIRendererInterfaceD3D11::disableSLIResouceSync() + 77 bytes [e:\unreal engine\unrealengine-vxgi\engine\source\runtime\windows\d3d11rhi\private\windows\gi_interfaced3d11.cpp:1964]
UE4Editor_D3D11RHI!nvgiutil::FVXGIRendererInterfaceD3D11::createTexture() + 751 bytes [e:\unreal engine\unrealengine-vxgi\engine\source\runtime\windows\d3d11rhi\private\windows\gi_interfaced3d11.cpp:246]
GFSDK_VXGI_x64!VXGI::AllocationMap::AllocateResources() + 135 bytes [d:\depot\sw\devrel\libdev\gi\dev\bugfix_main\giworks\src\gi_allocationmap.cpp:107]
GFSDK_VXGI_x64!VXGI::GlobalIllumination::AllocateResources() + 749 bytes [d:\depot\sw\devrel\libdev\gi\dev\bugfix_main\giworks\src\gi_base.cpp:374]
GFSDK_VXGI_x64!VFX_VXGI_CreateGIObject() + 260 bytes [d:\depot\sw\devrel\libdev\gi\dev\bugfix_main\giworks\src\gi_base.cpp:130]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::CreateVxgiInterface() + 1156 bytes [e:\unreal engine\unrealengine-vxgi\engine\source\runtime\windows\d3d11rhi\private\windows\windowsd3d11device.cpp:416]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::InitD3DDevice() + 1855 bytes [e:\unreal engine\unrealengine-vxgi\engine\source\runtime\windows\d3d11rhi\private\windows\windowsd3d11device.cpp:637]
UE4Editor_RHI!RHIInit() + 105 bytes [e:\unreal engine\unrealengine-vxgi\engine\source\runtime\rhi\private\dynamicrhi.cpp:54]
UE4Editor!FEngineLoop::PreInit() + 7624 bytes [e:\unreal engine\unrealengine-vxgi\engine\source\runtime\launch\private\launchengineloop.cpp:1199]
UE4Editor!GuardedMain() + 251 bytes [e:\unreal engine\unrealengine-vxgi\engine\source\runtime\launch\private\launch.cpp:110]
UE4Editor!GuardedMainWrapper() + 26 bytes [e:\unreal engine\unrealengine-vxgi\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [e:\unreal engine\unrealengine-vxgi\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
Thank you
Hi ā¦
I merged the VXGI , HBAO , FLEX & the WAVEWORKS together successfully ā¦
but when tried to merged the HAIRWORKS to got errors!! why ?
Err. I donāt know. Iāll have to try it. Which order did you do the merge? HairWorks at the end?
Which GPU and which driver are you using? Sounds like maybe a driver update would fix it.