Archive for the ‘PhysX Tools’ Category
Another update has arrived for PhysX Visual Debugger – debugging application for capturing and analyzing data from PhysX SDK scene.
UPDATE [15.04.2011]: PhysX Visual Debugger 2.0.9 was uploaded, however, it seems that release notes are covering only changes in 2.0.8. version.
Update #2: PVD 2.1 is available.
*** 12-17-2010 ***
- !Fixed bug where lead developer wasn’t updating the release notes like he should have been!
- Added three large new features, clips, annotations, and profile information.
- Made camera movement work better with non-y up axis configurations.
- Clips and a project system. You can now split and crop a large capture arbitrarily to create clips. These are all stored together with the project and should allow users to reduce the size of the dataset they are dealing with when they have a large capture. You can also toggle active recording while PVD is capturing. Non-recorded data is of course discarded, each recorded section gets placed into a new clip.
So we have two use cases supported, the first is to just capture everything then trim out parts that you don’t need. The second is to toggle the recording during capture to trim out things you don’t need at the source.
- Profiling information is now available for 3.0 datasets on any platform where pvd is supported. New profile view. View the profiling information captured for one physx frame at a time.
- Right click and graph any event over the course of the clip.
- Annotations allow users to mark portions of the presentation where something interesting happens. They save the application state (camera, current frame, etc) and have an arbrary name and description field. This allows devs to communicate with the physx team and each other specific problems (frame X, dude walks through wall here. Frame Y, box falls through floor). Ctrl-alt-A is your friend, along with the profile view.
- 3.0 physx scenes allow pausing just like 2.8 did. So you can pause a running 3.0 scene. This works because every actual scene object captures and releases a mutex every frame (at the beginning of the simulate call). So we won’t pause your application if you are running physx in separate threads than the render or game thread; we will definitely hang the physx related threads while PVD is paused, however. You can toggle pause during recording by hitting the space bar.
Clips and Annotations information change the nature of PVD to more of a tool that you can capture a dataset with and work in it for a while as well as send the project around for multiple people to comment on various aspects of the capture.
Profiling is already quite useful but is rough and could use feedback around more use cases.
You can download PhysX Visual Debugger 2.0.8 via Developer Support Center.
If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.
New version of FluidMark, benchmarking tool for GPU PhysX setups, is available for download.
Update: hotfix version 1.3.1 released
- Bugfix: online submission didn’t work properly when the nickname field was filled.
- Change: now Win32 Setup installs two shortcuts: FluidMark.exe (single GPU) and etqw.exe (SLI / CrossFire).
- New: scoring system change. Now the global score is the sum of PhysX score and GraphX (3D rendering) score. The global score is more appropriate to reflect the gain brought by a dedicated PhysX card.
- New: added a new option to increase the graphics workload ([More graphics load] checkbox).
- Bugfix: fixed GPU memory allocation. Now you can run more than 700’000 SPH particles.
- Change: online submission improved.
- Change: updated GPU monitoring code with latest version of ZoomGPU (1.5.11)
- Change: removed [Heavy PhysX mode] and [Use particle count] checkboxes.
You can download FluidMark 1.3.0 from here
Those of you who are familiar with PhysX plug-in for 3ds Max (for example, recently released 2.40 version) may already notice that by default simulation is not going as smooth as you can expect – rigid body objects are often interpenetrating each other, jittering and jiggling (especially when stacked) , and so on – making it hardly suitable for some scenes.
UPDATE: Not valid for 2.60 PhysX plug-ins and above
So, we’ve contacted Gavin Kistner, Product Designer for PhysX Max and Maya plug-ins at NVIDIA, and he gave us several tips, using those you can deal with simulation stability problems in most of the cases:
TIP I – Increase Frame Rate
If rigid bodies are showing inaccurate behaviour, this is indicating that physics engine is just not performing enough simulation substeps between frames. To fix that (as separate substeps control is yet not availalbe in public versions of PhysX plug-in) you can simply increase Frame Rate before previewing or baking the simulation (and than revert it back to normal during composing, for example).
To illustrate this tip, let’s set up a simple scene – several rigid body planks falling one at each other, trying to form a stack.
With default Frame Rate – 30 fps (shown above), simulation is just messed up. At certain frame planks are stuck together, solver is trying to resolve inter-collisions and repels planks – stack collapses.
Now, when Subscription Advantage Pack for 3ds Max 2011 and 3ds Max Design 2011 was released, we can verify that it includes updated version of PhysX plug-in, designated as 2.40.0808.2140, avaialble in 32- and 64-bit variants and based on PhysX SDK 18.104.22.168.
Update: How to achieve quality simulation with PhysX plug-in for 3ds Max
Update #2: New PhysX plug-n v. 2.60 released
Unfortunately, APEX Clothing tools are in not included in this version of the plug-in.
Note: To use this plug-in with RayFire Tool, you need to update RayFire to version 1.51.02
For those of you, who still can’t decide if new PhysX plug-in is worth the update, here are full Release Notes we took from documentation:
Issues Fixed (Present in Previous Releases)
- [#5023] Rotating collision shape on biped does not maintain position in space
- [#4936] Resetting a project does not reset PhysX global settings
- [#5022] Capsule’s shape is altered incorrectly when height or radius is modified
- [#5061] Loading a project from 2010 with constraint fails to load in Max2011
- [#5098] Constraint Swing Y and Swing Z reversed in UI
New Known Issues
- [#5107] Baking rigid bodies attached to constraints yields incorrect results
- [#5152] Baking to keyframes offsets values when Start Frame is not 0
- [#5153] Initial Spin speed not in degrees per second
Version 1.2.2 – 2010-09-20
! Change: new post processing (post-FX) effect.
! Change: scores submissions are limited to fullscreen mode + No AA + No PostFX.
! Update: compiled with PhysX SDK 22.214.171.124.
* Bugfix: the resolution 1920×1080 was not saved at the closing of FluidMark.
As you may notice, particles have changed their color from vibrant yellow to bloody red, but major improvements are related to usage of newest PhysX SDK 126.96.36.199.
Original NVIDIA PhysX Fluid Demo is nice indeed, but it is not using fluid simulation to it’s full potential – there is only two scenes, level geometry is way too basic and water flow is too simple.
That’s why our fellow reader, known as AquaGeneral, desided to pimp Fluid Demo a little, buy replacing original models and, thus, providing more interesting usage of fluid sim.
[08.01.2011] Update: new model – “Two Story Building” – available. Mod reuploaded.
Update #2: If you want to create custom level to yourself, please refer to PhysX Fluid Demo Modding Guide.
Three new variants of initial “Pumping Station or something” scene were added:
1 – “Building”
2 – “Pool”
Several nice videos were uploaded on YouTube by user named Phrogz42 (and further finding are indicating that Gavin Kistner, Product Designer for PhysX Max and Maya plug-ins, is hiding behing this nick) – they are showcasing usage of PhysX 3ds Max plug-in for simulation of several complex obejcts – mostly chains of various types.
But much more interesting details were revealed by autor today, as responce to our question – PhysX plug-in v2.06 Alpha (current version, available for public, is 2.01) was used to create those demonstrations.
Most simulations were running on sub-realtime performance, due to highly increased iterations count, but stability is impressive, not to mention that almost no joints were used – each chain link is compound obejct, consisting of several rigid body primitives/convex meshes.
Take a look at description of “PhysX Chain Braid” video – “each chain link is a single rigid body with eight automatically-derived convex hulls comprising 160 verts (per link)” – it seems convex decomposition algoritm has finally made it to PhysX plug-in.
We’ll keep an eye on Phrogz42’s channel and will let you know, if something interesting will appear.
Create more compelling, dynamic rigid-body simulations directly in the 3ds Max viewport. The multi-threaded NVIDIA® PhysX® engine supports static, dynamic, and kinematic rigid bodies (the latter for rag doll simulations), and a number of constraints: Rigid, Slide, Hinge, Twist, Universal, Ball & Socket, and Gear.
Animators can more quickly create a wider range of realistic dynamic simulations, and can also use the toolset for modeling: for example, creating a randomly placed landscape of rocks. Assigning physical properties – friction, density, and bounciness – is as simple as choosing from a set of initial preset real-world materials and tweaking parameters as required.
Update: Intesting details were revealed by Kenneth Pimentel, Director of Visual Communications Solutions at Autodesk, on CGTalk.com forums
We can also announce an ongoing partnership with nvidia around PhysX. We entered into the partnership a little late to show much results in this pass, but the partnership is significant and on-going. I think you’d be surprised at the number of research threads we’ve kicked off together.
This is specifically to avoid what happened with Reactor. I think we learned our lesson.
PhysX SDK as default physics solution for most Autodesk products ? Why not
For those of you who are still playing with old Nvidia PhysX Fluid Demo (version 188.8.131.52, released in 2008 with first PowerPack) Nvidia has prepared a new, slightly updated variant – PhysX Fluid Demo ver. 184.108.40.206.
Update: Modding of PhysX Fluid Demo
- Allocate only 64MB of VRAM heap instead of 128MB
- Adjusted text output to not conflict with the PhysX Visual Indicator
- Added option to toggle the display of all text (in screen space) on/off.
You can download PhysX Fluid Demo ver. 220.127.116.11. from here (19 mb)
Nvidia has recently uploaded APEX related presentation called “APEX : Creating scalable immersive game environments” from their SIGGRAPH 2010 sponsored sessions list.
Usual overview of APEX framework and current modules (like Destruction and Clothing), which are already familiar to us from past GDC10 and SIGGRAPH09 sessions, is followed by topic never described in detail previously – Scalability and LOD features inside APEX (starts at 32:55).
In general, it’s devided into two components – scalable parameters for each of the modules (like number of particles or cloth vertices), that can be adjusted during authoring to fit into platform computing capabilities..
..and dynamic LOD system, that manages resources destribution between actors and modules, based on current situation and resources budget (for example, clothing on character closer to the camera will be simulated with higher fidelity).
Now, as we know almost everything about APEX, we just need to wait until it will be released to public (standalone, or integrated into popular engines like UE3).