I have no idea how to do it in Maya, but in 3dsmax, you specify sphere collision shapes for where you want collisions, link them together and export. These come into UE4 and work correctly. As for realistic physics, if its skinned to the character and you set the properties of the hair correctly, it will just work, you will need to mess with mass, gravity, etc. to get the look your after, but its not really that difficult.
Forget about it. Thereās not a single step by step video tutorial explaining how to do the proper integration. It seems weāre trying to get into a secret society where native artists ( NOT PROGRAMMERS) are not allowed. Also, the github stuff looks like something from 2001, with lots of confusing names for the branches and everything else. Nothing is simple to get in github. Iām considering paying someone to do the integration through Log Me In, as it seems the only plausible solution to humble artists without programming knowledge.
Have you looked at my branch: https://github//UnrealEngine/tree/4.8_NVIDIA_Techs all the techs compiled into one, just download, run setup.bat (hit N when asked to overwrite files) and compile. The reason why its not very user friendly yet, is all the techs are still in heavy development. Itāll be a long while before there is an easy to download and execute version of the engine.
Well, the GameWorks integration is still a work in progress, so everything is a bit messy.
Iām no programmer myself, but I had no issues with setting up anything from Github, everything worked out fine for me. Github isnāt hard, unless you make it hard for yourself.
Itās another thing if you want to implement only specific features yourself. I only merged other third party code alterations into my copy of 's branch so far, so I canāt say how hard it would be to merge specific GameWorks features into a āvanillaā UE4 build. You would need to know what files are required and what changes have been made to the source code, and since Nvidia commented their changes it should be easier to find those.
The easiest way, I can imagine, would be if Nvidia released branches only containing the required and changed files for each GameWorks ; the only thing left to do is merging it into your source, something Github can be very helpful with.
The only thing I can recommend to you, at point, is to try 's branch, it works fine and has (almost?) everything in it. He keeps it up-to-date as well. https://github//UnrealEngine/tree/4.8_NVIDIA_Techs
So i read literally the entire thread and i noticed a few people post with less than 900 GPUs who were able to run VXGI.
Iām running the below setup right now and i wanted to know if VXGI will run on my system (obviously Iām not expecting playable performance if so)
*
Win 7 Pro
Core i7 980
Dual MSI 560 TI 2GB
24GB ram*
I was also wondering if anyone has run any of the GameWorks integrations on yet and if so what kind of performance difference have you experienced?
Thanks in advance!
Hi. Im trying VXGI on my GTX660ti and it works. There are two test scenes, one is single cornell box and there i have 30fps (i have locked fps) and the other scene is more demanding and there i have between 10-30fps on default vxgi settings. Performance depend on vxgi quality settings.
Thanks for the info! - So i canāt even launch the VXGI build as it gives me a break point error when i launch from VS and a First/Last error when i launch from .exe
So i tried compiling the Flex build and everything works and loads but when i load any of the example maps it just shows emitters tossing out spheres and squares. Do i need to enable something to see the actual Flex or does mean my GPU doesnāt support it?
I made sure that the engine scale was set to Epic.
Where is the break point happening? Can you post the call stack and the last lines of output log from VS?
VXGI works on any compatible GPU. Fermi boards like the 560 should work too, but itāll be really slow.
Thank you very much for the links. We will try to create a new build the next days. @: I appreciate your work very much. I hope that the NVIDIA Gameworks package will be some day an offical part of the Unreal Engine.
Thanks for the reply! So with the VXGI build (the latest on GitHub) these are the last lines from the VS log from just before the break point to the end of the log:
______________________________________________
[2015.08.20-07.09.41:954] 0]LogModuleManager:Warning: ModuleManager: Unable to load module āD3D11RHIā because the file āF:/Work/UE4/GitHub/Nvidia GameWorks/UnrealEngine-vxgi4.8.2/Engine/Binaries/Win64/ā was not found.
Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:F:\Work\UE4\GitHub\Nvidia GameWorks\UnrealEngine-vxgi4.8.2\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 235]
Tried to get module interface for unloaded module: āD3D11RHIā
UE4Editor.exe has triggered a breakpoint.
UE4Editor.exe has triggered a breakpoint.
[2015.08.20-07.11.12:972] 0]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2015.08.20-07.11.12:973] 0]LogWindows: === Critical error: ===
Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:F:\Work\UE4\GitHub\Nvidia GameWorks\UnrealEngine-vxgi4.8.2\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 235]
Tried to get module interface for unloaded module: āD3D11RHIā
[2015.08.20-07.11.13:121] 0]LogExit: Executing StaticShutdownAfterError
[2015.08.20-07.11.13:122] 0]LogWindows: FPlatformMisc::RequestExit(1)
The thread 0x383c has exited with code 3 (0x3).
The thread 0x2178 has exited with code 3 (0x3).
The thread 0x47c4 has exited with code 3 (0x3).
The thread 0x414c has exited with code 3 (0x3).
The thread 0x2d90 has exited with code 3 (0x3).
The thread 0x2fe4 has exited with code 3 (0x3).
The thread 0x309c has exited with code 3 (0x3).
The thread 0x4a10 has exited with code 3 (0x3).
The thread 0x4294 has exited with code 3 (0x3).
The thread 0x214c has exited with code 3 (0x3).
The thread 0x4b08 has exited with code 3 (0x3).
The thread 0x2608 has exited with code 3 (0x3).
The thread 0x2990 has exited with code 3 (0x3).
The thread 0x4478 has exited with code 3 (0x3).
The thread 0x279c has exited with code 3 (0x3).
The thread 0x4a08 has exited with code 3 (0x3).
The program ā[14180] UE4Editor.exeā has exited with code 3 (0x3).
______________________________________________
When i try to run the editor directly from the .exe under the Win64 directory i get crash dump from UE4:
______________________________________________
Unknown exception - code 00000001 (first/second not available)
"Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:F:\Work\UE4\GitHub\Nvidia GameWorks\UnrealEngine-vxgi4.8.2\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 235]
Tried to get module interface for unloaded module:
UE4Editor_Core!FDebug::AssertFailed() [f:\work\ue4\github
vidia gameworks\unrealengine-vxgi4.8.2\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_RHI!FModuleManager::GetModuleChecked() [f:\work\ue4\github
vidia gameworks\unrealengine-vxgi4.8.2\engine\source\runtime\core\public\modules\modulemanager.h:235]
UE4Editor_RHI!FModuleManager::LoadModuleChecked() [f:\work\ue4\github
vidia gameworks\unrealengine-vxgi4.8.2\engine\source\runtime\core\public\modules\modulemanager.h:280]
UE4Editor_RHI!PlatformCreateDynamicRHI() [f:\work\ue4\github
vidia gameworks\unrealengine-vxgi4.8.2\engine\source\runtime\rhi\private\windows\windowsdynamicrhi.cpp:38]
UE4Editor_RHI!RHIInit() [f:\work\ue4\github
vidia gameworks\unrealengine-vxgi4.8.2\engine\source\runtime\rhi\private\dynamicrhi.cpp:49]
UE4Editor!FEngineLoop::PreInit() [f:\work\ue4\github
vidia gameworks\unrealengine-vxgi4.8.2\engine\source\runtime\launch\private\launchengineloop.cpp:1318]
UE4Editor!GuardedMain() [f:\work\ue4\github
vidia gameworks\unrealengine-vxgi4.8.2\engine\source\runtime\launch\private\launch.cpp:110]
UE4Editor!GuardedMainWrapper() [f:\work\ue4\github
vidia gameworks\unrealengine-vxgi4.8.2\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [f:\work\ue4\github
vidia gameworks\unrealengine-vxgi4.8.2\engine\source\runtime\launch\private\windows\launchwindows.cpp:200
______________________________________________
Now when i run the **Flex **build all works well but when i open any of the samples maps i just see Spheres being emitted with no collision or as seen in screen grab:
______________________________________________
://www.c-mediasolutions/share/ue4/ue4fnw.jpg
______________________________________________
So far the only GameWorks build i have been able to run successfully is HairWorks which i just compiled a few minutes ago.
If you look in the Maps folder of the flexproject that comes with the flex branch, there are different levels that display the different features of flex. Theres is rigidbody, cloth, fluid (surface) and softbodies at the moment. Smoke is said to come later. The balls you see is what flex actually is, a particle based physics system. The are other system that use particles for physics such as: https://www.vicogamestudio/projects/vico-dynamics
If you try to open one the flex static meshes you will see that the system āfillsā the static meshes with balls to simulate physics.
Thats how they will appear in the editor, you have to launch a PIE session to actually see them interact with the environment.
Thatās really odd⦠Are you sure the project was built without errors? Maybe a rebuild will help, or a different branch (VXGI-dev instead of vxgi-4.8.2; I know itās a mess with branches right now, weāll fix that someday).
Trying yours now
Edit: What is the necessary configuration/ changes for the .bat files to work for Visual Studio 2015?
Well i ran āSimulationā in editor and it looked the same, i donāt remember if i actually did āPlay in Editorā but i will give that a try when i get back to my computer.
Yes, i rebuilt the project twice with no errors, i will try an older version of the VXGI build though, thanks!
Yeah, i saw that and i figured thatās what the spheres were for but even when i opened the other maps and ran āSimulateā they looked the same. Is there some sort of console command or project setting i need to enable to see the actual ?
You need to have the latest NVIDIA drivers installed.
Just finished the entire thread (phew). Thanks to everyone involved. Some great info and well recommended to get to grips with VXGI for the first time (I program more than art). Flex is amazing and I canāt wait to get stuck into some fluid dynamics. I really wanted to intergrate the Nvidia builds myself but after getting VXGI working I had problems getting Flex to merge so BIG THANKS to for his work.
I do - Running 355.60 from Aug 13th.
Hey guys,
Iām curious if nvidia hair works could be a good choice for creating nice carpets like one bellow ?
Are they any options to control how thick the hair should be?
Help Missing Hair apx
Excuse me. Can i help me?
I make hair with 3D and Export Unreal Engine 4.
Iām work export FBX and APX.
I make Blueprint.
So, FBX file and APX file was linked to a Blueprint.
Success, hair put engraft characters about A-Pose.
But, animated character failed engraft hair.
Oddly, Nivida Hairworks Viewer program is no problem.
Success, hair put enfraft animated characters.
But, Unreal Engine 4 program is big problem.
Not engrft.
I donāt know.
Please, help me! [Sob][Sob]
P.s Sorry not good at English.
Iām Sorry, and Have a good day. Thank you.