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NVIDIA has released an updated 3.0.1 version of the PhysX DCC plug-ins for 3ds Max and Maya.
|PhysX Plug-in 3.0.1 for 3ds Max: Release Notes|
- New Features
- Fix: crash which happens when quiting 3ds Max with a biped Ragdoll scene.
- Fix: bug that Clothing simulates wrong at first frame when system scale is not 1.
- Fix: bug with APEX Debug Visualizer parameters.
- Fix: bug that when LOD1 is default LOD, it may not allow to add another new LOD.
- Fix: bug that Physical Mesh rollout could be too small when it is Custom type.
- Fix: few bugs with Physical Mesh rollout of Clothing Modifier.
- Fix: crash when loading .Rag files.
- Fix: SDK warning message when it fails to output on unicode build because missing one virtual function.
- Fix: Clothing Velocity control via Script.
- Improve the simulation of dynamic ragdolls.
- Make a switch to SDK 3 if creating APEX objects.
- Support SkinMapActual for APEX Clothing visulaizer.
- Improve sub-material handling based on Bug #9515: Getting multiple materials when coming back from PhysXLab to 3ds Max.
- Make Destruction exports Tangent and Binormal with UE3 and APEX 1.3
- Avoid extra scale (in PhysX Panel dialog) to be zero.
- Improve debug render scale handling.
New APEX 1.3.1 release is now available for public download.
1.3.1 version features support for latest PhysX SDK 3.3.1 and includes a set of bug-fixes and minor new features.
|APEX SDK 1.3.1: Release Notes|
APEX Framework 1.3.1
- Added VS2012 support for source distributions with PhysX 3.x.
- Assertions are now enabled in the checked configuration.
- Added NxApexActor::setEnableDebugVisualization to selectively disable debug visualization on particular actors.
- The NxUserRenderResourceManager’s surface buffer create and release virtual methods must be implemented by the user. They are only used by particular turbulence features, so if turbulence isn’t being used the implementation can be empty.
- Starting with NVIDIA R302 drivers, application developers can direct the Optimus driver at runtime to use the High Performance Graphics to render any application – even those applications for which there is no existing application profile. The APEX samples now makes use of this “NvOptimusEnablement” feature to enable High Performance Graphics by default.
- Debug info added to all PS4 builds except release builds.
- Android sample builds now generate an APK. This requires some extra defines for Java and Ant. See the Android examples section of the sample documentation for details.
- Fixed rare Named Resource Provider failure to find resource.
- Using allocViewMatrix(ViewMatrixType::USER_CUSTOMIZED) now works.
- Cleaned up several PS4 compiler warnings.
NVIDIA has released minor 3.3.1 update for PhysX SDK 3.3 branch.
PhysX SDK 3.3.1 release is mostly focused on various bug-fixes and optimizations.
|PhysX SDK 3.3.1: Release Notes|
- The friction model can now be changed after scene instantiation with PxScene::setFrictionType. The friction model can also be queried with PxScene::getFrictionType.
- PxDefaultSimulationFilterShader now supports particles and cloth as well.
- PxSimulationFilterCallback: the provided actor and shape pointers are now defined as const. Note: this is no behavior change, it was never allowed to write to those objects from within the callback.
- The PxTriangleMeshFlag::eHAS_16BIT_TRIANGLE_INDICES and PxTriangleMeshFlag::eHAS_ADJACENCY_INFO enums have been deprecated. Please use PxTriangleMeshFlag::e16_BIT_INDICES and PxTriangleMeshFlag::eADJACENCY_INFO instead.
- Removed following functions from the API for platforms which do not support CUDA: PxGetSuggestedCudaDeviceOrdinal, PxCreateCudaContextManager, PxLoadPhysxGPUModule.
- PxShape::getMaterialFromInternalFaceIndex will now return a NULL pointer and produce a warning for input faceIndex value of 0xFFFFffff. This change only applies to mesh and heightfield shapes.
- Fixed concurrency issue on windows. Calling PxScene::simulate on multiple scenes concurrently may have caused a deadlock. This only happened if the scenes shared a single PxCpuDispatcher and the dispatcher was configured to use one worker thread only.
Epic Games has announced, that their highly anticipated Unreal Engine 4 is now available for developers, with a very friendly licensing model (which even includes full C++ source code) – only $19 per month, plus 5% of gross revenue from any commercial product.
PhysX (APEX) Particles module will be used for impact debris effects on “concrete, grass, soil, wood, sand and the like” surfaces, while NVIDIA (APEX) Turbulence module will provide “simulation and rendering of physically correct smoke, dust and other fluid dynamics effects“. As the result:
Engine exhaust, smoke from explosions, dust from falling debris and spinning helicopter rotors can interact with the rest of the environment, both static and dynamic. Combined with PhysX particles, Turbulence provides a 1-2 punch of dynamism and realism.
As interesting note, it seems that NVIDIA as expanding the strategy of providing GPU accelerated PhysX effects in titles without native (core-physics) PhysX SDK integration, which potentially means that they can be adopted by any game or engine. Combined new core-PhysX integrations (such as UE4 with default PhysX 3, Clothing and Destruction implementation), such strategy can yield positive results on the amount of GPU PhysX titles.
In comparison to PhysX 2.8 branch, PhysX 3 will bring a significant performance improvements and a broad amount of new features, such as advanced vehicle module, new cloth solver, reworked scene queries and CCD systems, full multi-threading support, etc.
This PSS release adds support for Maxwell based GPUs, such as GTX 750 and GTX 750 Ti.
Real-time simulation and rendering of realistic hair/fur, consisting of multiple strands, is gettng much attention these days – one can easily name a TressFX solution, developed by AMD.
A competitive response from NVIDIA, new hair and fur simulation technology, which is now officially called NVIDIA HairWorks, was firstly showcased at The Witcher 3 presentation half a year ago and recently used in an actual game title – Call of Duty: Ghosts – to provide “Dynamic Fur” simulation for animal characters.
In comparison to other GPU accelerated physics features, Dynamic Fur was implemented through DirectCompute, which opens it for AMD users as well.
Tae-Yong Kim, physics programmer at NVIDIA, has agreed to answer some of our questions about HairWorks solution in general, and Call of Duty: Ghosts integration in particular.
After the latter update, PC version of the Assassin’s Creed IV: Black Flag (AC IV) has became the first Ubisoft’s game that implements GPU accelerated PhysX effects.
In the Black Flag, GPU PhysX support was shaped into volumetric particle effects (“PhysX Particles“), implemented through the APEX Turbulence module.
Bearing in mind that Assassin’s Creed series is already using competitive physics solution, Havok Physics engine, it was certanly an interesting technical task.
Semen Kovalev, Producer of Assassin’s Creed IV for PC at Ubisoft Kiev, was kind enough to share company’s experience on the PhysX integration process.
PhysXInfo.com: What kind of GPU accelerated physics effects can be found in Assassin’s Creed IV: Black Flag?
Semen Kovalev: In Assassin’s Creed IV: Black Flag, our development team decided to focus on adding physical smoke effects to the game. The smoke effects are present in a variety of forms such as smoke from flintlock pistol or musket shots, smoke bombs.
GPU PhysX effects, in a form of APEX Turbulence based smoke, are now available in the PC version of the Assassin’s Creed IV: Black Flag title.
Update: Adding GPU PhysX support to Assassin’s Creed IV – interview with Ubisoft Kiev
We have prepared a short comparison video to showcase the effects.
Turbulence smoke is utilizing latest APEX 1.3, can cast and recieve shadows on a rendering side, and is applied to a number of environmental and combat assets throughout the game.
Particles are affected by forcefields (such as shots and explosions) and weather conditions (such as wind). They can interact with characters and are also colliding with static level geometry, as a nice addition.