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MassFX: what is coming in future versions of 3ds Max

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As always at the beginning of the year, Ken Pimentel (Director of Visual Communication Solutions within Autodesk) has revealed some details about new features and capabilities of upcoming versions of 3ds Max.

Few words were said about MassFX - PhysX SDK based physics simulation solution, introduced in 3ds Max 2012.

We introduced MassFX and mRigids (based on PhysX and our partnership with Nvidia) in 3ds Max 2012. It was a start on our march to a more unified dynamics experience. We’ve continued that effort with Nvidia and we think you’ll be pretty pleased with the results in general. We’re not done, but definite progress in the right direction, we hope you’re pleased with it.

“Results” will include, at least, the addition of mCloth module for cloth simulation (as revealed at SIGGRAPH 11) and forcefields functionality through standart Force objects (as you can notice from a “teaser” video below).

Update: official description for the video:

This scene is a MassFX simulation that includes mRigids (using a new concave meshes option), mCloth objects, breakable Constraints, and mCloth tearable cloth. A lot of the scene geometry (all the stacks of logs) were stacked running separate simulations, just to get a nice realistic distribution, and then baked into their final positions.

The highlight of the simulation is the use of standard Max forces. The forces used include a spherical Gravity, two PBombs, and a Vortex field. These affect the rigid bodies, and mCloth, which not only reacts to the forces, but is also capable of respecting pinned verts and tearing under the influence of the force.

More tighter integration with Particle Flow was also announced.

As part of MassFX, it was clear we had to do something about Particle Flow and making sure it is on a trajectory to support our unified story. I can now say that we recently formalized a multi-year relationship with Oleg (creator of Particle Flow) so that he can be much more involved in our roadmap.

To set expectations, don’t expect immediate results in the coming year and you shouldn’t be discouraged. This is definitely a longer-term effort and Oleg will continue to offer his solutions via his channel for a long time to come. We’ll announce more at the appropriate time. My point in mentioning this is that we see particle flow in particular as an area of investment and research.

Having something like PFlow Box #2 (which is also using PhysX SDK) as a basic feature of MassFX system would be nice.

We believe that more details will be released in upcoming weeks. Stay tuned !

Written by Zogrim

February 7th, 2012 at 12:17 pm

4 Responses to 'MassFX: what is coming in future versions of 3ds Max'

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  1. Nice to know Autodesk have such clear and conscise communicators working for them… :-)


    David Black

    8 Feb 12 at 2:03 am

  2. @Zogrim

    And what happened with APEX clothing addon in PhysX plugin? I thought that since it was added to the PhysX and it is working, in next Max version they will add it to MassFX as build-in feature, or did something happened with APEX? APEX will still be avaible?



    8 Feb 12 at 5:56 pm

  3. Johny
    All is fine with APEX, it is part of PhysX 2.6/2.7 plug-ins.

    The problem is:
    APEX Clothing is a specialized system for clothing simulation in games, with specific functionality (for example, it supports cloth constraints but does not support tearing) and authoring pipeline – that is what NVIDIA needs (moreover, in newest PhysX SDKs there is no more general cloth solver, only clothing one)

    Autodesk, from other hand, needs all-purpose, universal cloth simulator, something that is easy to use and easy to set up.

    So that’s where mCloth comes to the light – I believe, it won’t be even using PhysX engine, rather a custom one.



    8 Feb 12 at 6:24 pm

  4. what about water simulations and hair physics?



    5 Oct 12 at 12:11 pm

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