We haven’t changed anything in the WaveWorks branch in months.
Guys someone can help me ? I cant create hair in maya 2015
You need to be more specific, whats the?
I am trying to create hair.
Now i must create nHair(nurbs) and then i must convert it to spline ?
and documentory says you need to buy plugins for it.
soo i tryed with 3dsmax 2014 but its keep crashing when i select pick guides
If you’re using 3ds hair to create splines, be aware that it handles splines very poorly and if you have a lot of splines it can lock up the program, it’s best to set the number of splines to like 200 and the number of segments to a low number as well.
@ Thank you for the merging! I wanted to try it. I did it as I always do got no errors while compiling but when unreal engine starts and loads it crashes at 39% and gives me error:
MachineId:
EpicAccountId:
Unknown exception - code 00000001 (first/second not available)
"Fatal error: [File:] [Line: 139]
Invalid ShaderCompileWorkerOutputVersion. Rebuild Programs -> ShaderCompileWorker to fix thi
KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() []
UE4Editor_Core!FOutputDevice::Logf__VA() []
UE4Editor_Core!FDebug::AssertFailed() []
UE4Editor_Engine!DoReadTaskResults() [:147]
UE4Editor_Engine!FShaderCompileThreadRunnable::ReadAvailableResults() [:966]
UE4Editor_Engine!FShaderCompileThreadRunnable::CompilingLoop() [:1092]
UE4Editor_Engine!FShaderCompileThreadRunnableBase::Run() [:582]
UE4Editor_Core!FRunnableThreadWin::Run() []
UE4Editor_Core!FRunnableThreadWin::GuardedRun() []
ntdll
“Rebuild Programs -> ShaderCompileWorker to fix thi” Sorry I dont know how to do that. Any tips? I would really love testing out
integration NVIDIA Turf ?
https://developer.nvidia/turfeffects
The effort has stalled, sorry. I don’t have an ETA for it.
In the Visual Studio solution explorer, find ‘shader compile worker’ under ‘Programs’. Right-click and rebuild.
Thank you! It’s working now
One more question. Are you able to package projects yet? When I try I get error:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: GFSDK_HairWorks.win64.dll {0x00007ffe5b5db530} + 0 bytes
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: GFSDK_HairWorks.win64.dll {0x00007ffe5b5e3957} + 0 bytes
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Engine.dll!InitializeHair() {0x00007ffe633939b5} + 17 bytes [i:\ue4\merge\unrealengine-4.8p3_vxgi_flex_hw_hbao\engine\sour
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!FEngineLoop::PreInit() {0x00007ff76d0baa38} + 0 bytes [i:\ue4\merge\unrealengine-4.8p3_vxgi_flex_hw_hbao\engine\sour
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!GuardedMain() {0x00007ff76d0b238b} + 15 bytes [i:\ue4\merge\unrealengine-4.8p3_vxgi_flex_hw_hbao\engine\sour
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!GuardedMainWrapper() {0x00007ff76d0b295a} + 5 bytes [i:\ue4\merge\unrealengine-4.8p3_vxgi_flex_hw_hbao\engine\sour
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!WinMain() {0x00007ff76d0c41c9} + 17 bytes [i:\ue4\merge\unrealengine-4.8p3_vxgi_flex_hw_hbao\engine\sour
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!__tmainCRTStartup() {0x00007ff76d0c4d5d} + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: .DLL {0x00007ffe8e7013d2} + 0 bytes
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: ntdll.dll {0x00007ffe90ff5444} + 0 bytes
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: ntdll.dll {0x00007ffe90ff5444} + 0 bytes
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: end: stack for UAT
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.29-21.11.44:682] 0]LogWindows: === Critical error: ===
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: Fatal error!
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: GFSDK_HairWorks.win64.dll {0x00007ffe5b5db530} + 0 bytes
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: GFSDK_HairWorks.win64.dll {0x00007ffe5b5e3957} + 0 bytes
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Engine.dll!InitializeHair() {0x00007ffe633939b5} + 17 bytes [i:\ue4\merge\unrealengine-4.8p3_vxgi_flex_hw_hbao\engine\sour
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!FEngineLoop::PreInit() {0x00007ff76d0baa38} + 0 bytes [i:\ue4\merge\unrealengine-4.8p3_vxgi_flex_hw_hbao\engine\sour
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!GuardedMain() {0x00007ff76d0b238b} + 15 bytes [i:\ue4\merge\unrealengine-4.8p3_vxgi_flex_hw_hbao\engine\sour
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!GuardedMainWrapper() {0x00007ff76d0b295a} + 5 bytes [i:\ue4\merge\unrealengine-4.8p3_vxgi_flex_hw_hbao\engine\sour
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!WinMain() {0x00007ff76d0c41c9} + 17 bytes [i:\ue4\merge\unrealengine-4.8p3_vxgi_flex_hw_hbao\engine\sour
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!__tmainCRTStartup() {0x00007ff76d0c4d5d} + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: .DLL {0x00007ffe8e7013d2} + 0 bytes
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: ntdll.dll {0x00007ffe90ff5444} + 0 bytes
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: ntdll.dll {0x00007ffe90ff5444} + 0 bytes
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.29-21.11.44:682] 0]LogExit: Executing StaticShutdownAfterError
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.29-21.11.44:683] 0]LogWindows: FPlatformMisc::RequestExit(1)
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 3,8118195s to run UE4Editor-Cmd.exe, ExitCode=3
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeCopyFile: SafeCopyFile I:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Programs\AutomationTool\Saved\Cook.txt I:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile I:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Programs\AutomationTool\Saved\Cook.txt
MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Cook failed.
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationScripts.Automation: BUILD FAILED: Failed while running Cook for I:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Samples\UnrealEngine-FleX\FlexProject\FlexProject.uproject; see log I:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: bei Project.Cook(ProjectParams Params) in i:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Source\Programs\AutomationTool\Scripts\CookCommand.Automation.cs:Zeile 225.
MainFrameActions: Packaging (Windows (64-bit)): bei BuildCookRun.DoBuildCookRun(ProjectParams Params) in i:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:Zeile 210.
MainFrameActions: Packaging (Windows (64-bit)): bei BuildCommand.Execute() in i:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Source\Programs\AutomationTool\BuildCommand.cs:Zeile 37.
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in i:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Source\Programs\AutomationTool\Automation.cs:Zeile 380.
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Process(String] CommandLine) in i:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Source\Programs\AutomationTool\Automation.cs:Zeile 352.
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.MainProc(Object Param) in i:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Source\Programs\AutomationTool\Program.cs:Zeile 172.
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) in i:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Source\Programs\AutomationTool\Utils.cs:Zeile 716.
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.Main() in i:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Source\Programs\AutomationTool\Program.cs:Zeile 119.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: BUILD FAILED: Failed while running Cook for I:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Samples\UnrealEngine-FleX\FlexProject\FlexProject.uproject; see log I:\UE4\merge\UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO\Engine\Programs\Automat
MainFrameActions: Packaging (Windows (64-bit)): ionTool\Saved\Logs\Cook.txt
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): AutomationToolLauncher exiting with ExitCode=25
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
https://developer.nvidia/gameworksdownload
NVIDIA HairWorks
Version 1.1(Version Up!)
Release Date 2015/05/18
HairWorks-r1-1-212-distro.zip
etc…
, now everyone can start making hair for UE4 and put mine to shame
^^ !@&*@&#$
Funny contrast, how some things seem so easy to me others fail miserably at, and then when I wanna try becoming a virtual barber I fail putting the simplest hair on a plane.
CG hair is product of Satan. No matter how hard you try it looks hella bad or crash your software. Lets say i’ve finished my full model in 7 days and hairs will take 5 days xD combing combing combing combing. Now i cant even show up my hairs. I feel so shameful.
god…
_--------
great now i cant even export my fbx xD
Hehe. Well Im sorry the software bites you but its good to know Im not alone in the feeling-ashamed-corner
yeap me too xD
Hey quick question about flex. I was using it with the 3rd person blueprint starter, and the collision around the character seems to just be a box. That’s fine, but recently I’ve been using flex for rain (which is fantastic btw) so the rain gathers above the player. Would it be posible to make the flex collision have a pyramid on top of the box or change it to a cone or some other shape that would better fit what I’m doing. Also, Flex fluid makes great rain collision on surfaces (other than the player of course) but it could look better when it’s falling. The function to make particles stretch with motion doesn’t affect the fluid surface, and I’m not sure how to change the fluid color, so of someone could explain that it would be helpful.
Sorry for my ignorance, have been trying to find the answer, but so many pages! Is planned for an official engine release in the future? The results that you guys have been posting look great, and the “hair and fur shading” module on the UE4 Roadmap is currently in progress, so hope they are referring to - the one area that UE4 is weak in is convincing hair! Also the fluid simulation looks amazing- really hope that makes it into an official release!
As far as I know there’s just about zero most of will be included in an official engine release, at least until a CPU/GPU vendor agnostic implementation is finished.
It’s not hard to compile these branches though and there are and will be merged branches with different mixes of GameWorks features.
Hey , do you have any idea when the APEX/HairWorks DCC tools for Maya/ 2016 will be released? Thanks!