NVIDIA GameWorks Integration

please!! i don’t know why to imput hair.apx 导入’

Your going to have to be more descriptive, whats the?

Will flex cloth ever be implemented on skeletal meshes?

Hi, I am still having problems with adding the new flexsurface particle emitter to a blueprint as a component, whenever I try the editor crashes immediately. I can add the emitter in a level and it works fine, but within a blueprint no. I have also noticed that when looking straight at a flesxsurfaceemitter it works fine, but moving the camera up or down just a little makes the the emiter and water shimmer/flutter/jittery.
I have submitted it as an on github, but have heard nothing.

do you plan on updating your merged 4.8 to p4? Or do you think it’s unnecessary?
I hope that we get an official merged branch with everything included since it would secure future updates.
I do appreciate 's work and have to thank him (Thank you! :D), but who knows how long he will be doing .

Greetings,

Hi

I’ve noticed that when you turn up the particles inside one of the containers and run it that it goes slow (expected probably), but then turning back down the doesn’t fix the problem till you close the editor and re-open it. Is a bug?

No I wont be updating to p4, im waiting for the official 4.8 and then I will update my merged branch.

I don’t have in mind when 4.8 will be fully released (should be soon-ish or not?), but I can see why you would wait for the official 4.8 ^^
Anyways, thank you for the info :slight_smile:

Hi,

Sorry for the trouble, we haven’t reproduced that yet, but we will try to get to it ASAP.

Yes, but I don’t have an ETA for it.

@ @ Greetings. I know that VXGI still has problems with smooth reflections but I wanted to notify you about :

On the Ball , the reflections of the mannequin is flickering even when he deosn’t move. I can also see many voxels of the the edged of the reflected emissive balls. and from certain angles I see voxels in circles inside the reflected balls: ://imgur/a/jKonA

But what bothers me the most is that the Colour bleeding and mixing don’t work in most of the cases. I expected to get results like these : ://www.enchantedlearning/crafts/Colormixing.shtml

Well only red + green and and very little blue + green worked a tiny bit. The others didin’t work at all. I was expecting to get green on the wall after the colours mix : ://i.imgur/N8OYlJO.png?1 etc

Well few months ago, I used LPV and it gave me great results in colour bleeding and mixing and that chnaged even using time of day and from where the sun was facing the walls : ://imgur/a/VGQnS

Effectively colours do mix and the results are like : ://upload.wikimedia.org/wikipedia/commons/2/2c/Additive_color_mixing_simulated.png

is a video : watch?v=ksS-FJ3B8Og

I really hope VXGI will get to that level and we can see such colour bleeding and mixing. Thanks. :slight_smile:

Thanks for reporting . I’ll record it as an in our bug tracking system. I’m not quite sure about the second you mentioned. Are you using the “square” screen alignment option in the emitter?

We don’t support particle stretching for the surface, indeed. The particle shape used is defined by information comming from the flex solver. Having more options for the color is on our TODO list.

Any updates on a merged branch of WaveWorks HBAO+ and vxgi?

Thanks for looking into , it is essential for me to be able to add a flex particle emitter with surface to a blueprint. I have made a video of the second so you can see what I

Thanks for looking into , it is essential for me to be able to add a flex particle emitter with surface to a blueprint. I have made a video of the second so you can see what I mean: .
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That looks like a bounds to me, try increasing the particle system bounds (if you havent already). Since I have some fairly big flex fluid emitters and I dont get any flickering

4.8 Coming!!!
https://twitter/UnrealEngine/status/608649641601720320

4.8 is out :smiley:

@Simon Greetings. Will we get all the Flex demo features in UE4? The sand/dirt shader + behaviour, the plastic stacking and deformation liek for the bunnies, tearbale clothes and balls with water or goo inside them that get torn and the fluid flowing from them? Thanks

Also NVidia just did : NVIDIA DirectX 12.1 tech demo - Mech Ti: watch?v=SN2ayVd9-3E

  • Ray Traced Shadows enabled by Conservative Raster
  • high-performance volumetric Sparse Smoke enabled by Tiled Resources
  • real-time, single-bounce Screen-Space Reflections computed for all surfaces
  • Sparse Smoke Lighting: volumetric smoke facilitates full lighting and shadowing
  • interactive, volumetric smoke simulation perturbed by meshed object

Tour of the demo running on GTX 980 Ti at Computex: Hands On at Computex 2015 - YouTube

More info (in Japanese): ://www.4gamer.net/games/016/G001684/20150608075/

Is running using UE4 or NVidia own renderer? Thanks !

Also there is a new GameWorks introduced related to new tech demo: Hybrid Ray Traced Shadows : https://developer.nvidia/content/hybrid-ray-traced-shadows

I hope will be added to UE4.

@ Last time you told me you had problems with Turf since there was no grass generator for UE4 yet. well from the release Notes (and some previous twitch streams)

.unrealengine/latest/INT/Support/Builds/ReleaseNotes/2015/4_8/index.html

New: Landscape Grass Renderer :

The new grass system dynamically renders instanced grass and other ground clutter meshes on the landscape around the player.

  • As the player moves through the world, new instances are added, and instances no longer in range are removed.

  • Artists author grass density through the landscape material, by outputting density to a Landscape Grass Output node. allows the grass placement to match the terrain texturing!

  • Grass instances are procedurally generated by a background task according to the grass density map.

  • Grass is efficiently rendered using a hierarchical instancing system that implements culling while keeping draw calls to a minimum. LOD transitions are per-pixel and fairly seamless due to Temporal AA.

  • See the “Landscape Grass Tools” section below for information about how to set up!

New: Procedural Foliage Generator (Experimental) :

There is a new experimental for procedurally generating huge (or tiny, or medium-sized) regions of foliage instances quickly.

  • Foliage Type assets now have properties to customize how they spread and grow over the course of a simulation.

  • Multiple procedural foliage types can be simulated alongside one another to generate the foundations of an entire forest!

I hope now Turf now are feasible and you can add the physics to them. :slight_smile:

New: Screen-Space Reflections for Translucent Surfaces

Translucent surfaces can now dynamically reflect other objects on the screen!

  • Enable on translucent materials with the ‘Screen space reflections’ option

@ I think now you will have no problem enabling VXGI with transluscent materials and so we can get that dragon sample.

@Simon will help the Flex fluid shader too :smiley:

Does anyone know how to properly scale waveworks to massive sizes (16km16km) I’m having issues with it.