NVIDIA GameWorks Merged Branch by

See below post

So after some help from Alexey, I have decided to upload my 4.13 preview 1 branch. Currently only a partial VXGI integration. Shadow mapped lights currently do not work with VXGI, everything else should be the same as 4.12.5. Use this branch at your own risk, I will not be providing any support for it until 4.13 is finalized.

Link: https://github.com//UnrealEngine/tree/4.13_Preview_NVIDIA_Techs

Update, the 4.13 preview 1 version of VXGI now supports shadowed lights. It should now be exactly the same as the 4.12.5 version, through my testing I have not seen any issues. In other news, I have opened up the issues tab for my branch, so if there are any issues with either branch, please add a new issue, make sure to prepend the issue with the branch name (4.12.5 issues will take precedence until 4.13 is finalized)

Link to Issues: https://github.com//UnrealEngine/issues

Heres a test of VXGI in 4.13 preview 1, being lit by one emissive light source. Using the transparency VxgiConeTrace node to produce reflections on the transparent object. Refraction is just standard UE4 refraction.

[shot]http://i.imgur.com/3guhbVr.jpg[/shot]

Just committed FLEX to the 4.13 preview 1 branch. So it now contains VXGI and HBAO+ and FLEX. Starting on HairWorks and WaveWorks tomorrow. Followed by MultiRes. But I may leave Cataclysm for now.

Committed some fixes for HairWorks that will ensure the hair loads in a packaged game for 4.12.5. Merged over from Xu Nei’s branch. and also merged HairWorks into my 4.13 preview 1 branch will all the fixes from the 4.12.5 branch.

How difficult do you think it would be to integrate SMAA into the merged branch 4.13? With all the changes, not sure how complex doing it would be.

This is the current build for it. I’m not even sure if he’ll keep it updated when 4.13 is further along, since he says it’s unsupported completely.

How difficult do you think it would be to integrate SMAA into the merged branch 4.13? With all the changes, not sure how complex doing it would be.

This is the current build for it. I’m not even sure if he’ll keep it updated when 4.13 is further along, since he says it’s unsupported completely.
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I’ll take a look, but will probably upload to a separate branch, as its not a GameWorks tech (It’ll be a separate branch with the GameWorks tech + SMAA for 4.13)

Thanks, I appreciate it.

Finished the initial port of my Flex Particles Component from my 4.9.2 branch, haven’t uploaded yet (will be available for 4.13). Still has some issues, needs better bounds checks, better editor integration, the liquid rendering has some artifacts when viewing very closely.

[shot]http://i.imgur.com/pkxXfhO.gif[/shot]

And flex soft body permanent deformation

[shot]http://i.imgur.com/a6GyOUo.gif[/shot]

Uploaded the FLEX particle component code. I’ll give a quick rundown on how to set it up. Please refer to screenshot

[shot]http://i.imgur.com/Zy7MyrT.jpg[/shot]

** 1/** Place an empty actor into the world, then add a “Flex Particle” component
2/ Assign a FLEX container template and adjust the phase as required, if you want fluid then tick “Self Collide” and “Fluid”
3/ Assign a Particle material (Even if its going to be liquid just assign a material anyways). If you want diffuse particles, assign a material to the diffuse particle Material and adjust the scale. (Make sure to set the Max Diffuse Particle Count value in the container)
4/ For spawning the particles you have 3 options (Custom is not working)
- Volume: Will create a tightly bound sphere of particles (can be quite slow to generate the more particles there are)

  • Particle Grid: Will create a grid of the specified dimensions, set the Particle Size to roughly the size of the particles in the container.
  • Shape: This will allow you to assign a static mesh that will be used to spawn the particles within the shape
    5/ By now you should see particles on screen, you can assign a Fluid Surface Template if you want liquid (Refer to FLEX examples for how)
    6/ You can start and stop the simulation in the editor under the Flex Simulation category, then store the results, this will be saved along with the level.

Be warned, it is still a little buggy, I’ll continue to work on it to make it better over time.

4.13 branch has been updated to preview 2 now.

Hiya!

I’m just trying to view and test the possibility of using Nvidia Hairworks in our UE4 game. I work for a well known AAA developer working on an unannounced UE4 title. I was tasked yesterday with looking into how we’re going to accomplish hair in our game.
I was hoping that getting my hands on & testing Hairworks would be less of a chore than it seems to be…
I’ve tried the links in your sig , but they are all 404 not found. Any help would be appreciated.

Quoted from the Original Post:

Ah, thank you. I missed the part about associating my Epic account with my Github one. I’m just an artist, not an engineer or even a tech artist, so much of this is totally unknown to me.

Hi all, I will be unavailable to do any work on the branch for the next month, heading overseas for a holiday, so I will probably have to miss merging 4.13 preview 3.

Enjoy your vacation! :slight_smile: Maybe 4.14 will be on the horizon when you return.

Hi guy’s

I hope someone can help me. I am working on the 4.12.5 branch. My hairworks blueprint keep on resetting every time I close the scene. I save everything I possibly can. What am I missing?

Then also, is there a way to set the hairworks to be static, so that I can light it with static lights?

Thanks.

hi i have ur branch 4.13 latest pose driver node is missing.

@anonymous_user_64f7311b i will get to ur questions later tonight.

No idea what that is (im guessing its a new 4.13 node). But nothing of the base engine is missing. My branch is currently based on 4.13p2 anything added after this point wont be present. I cannot update to 4.13 final until I return from holidays in Oct.