:: Back to news index ::

Archive for the ‘PhysX Tools’ Category

PhysX FluidMark 1.3.0: up to 779 000 particles on GPU

with one comment

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).

PhysX FluidMark 1.3.1

Release Notes:

  • 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

Written by Zogrim

November 26th, 2010 at 8:24 pm

Posted in PhysX Tools

Tagged with , ,

How to achieve quality simulation with PhysX plug-in for 3ds Max

with 5 comments

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).

3ds Max PhysX plug-in framerate

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.

3ds Max PhysX plug-in low quality

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.

Read the rest of this entry »

Written by Zogrim

October 1st, 2010 at 10:02 pm

Posted in PhysX Tools

Tagged with , ,

Autodesk Subscription Pack for 3ds Max 2011 includes 2.40 PhysX plug-in

with one comment

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

Update: How to achieve quality simulation with PhysX plug-in for 3ds Max

Update #2: New PhysX plug-n v. 2.60 released

3ds Max PhysX plug-in v2.40

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:

v2.40.0625, 2010-June-25

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


Read the rest of this entry »

Written by Zogrim

September 30th, 2010 at 1:43 pm

Posted in PhysX Tools

Tagged with , , ,

FluidMark 1.2.2: compiled with newest PhysX SDK 2.8.4.

with 7 comments

Jerome “JeGX” Guinot has updated his popular benchmarking tool, known as PhysX FluidMark, to version 1.2.2.

Release Notes:

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
* 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

Read the rest of this entry »

Written by Zogrim

September 21st, 2010 at 1:00 pm

Posted in PhysX Tools

Tagged with , , ,

Modding of PhysX Fluid Demo

with 6 comments

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”

Read the rest of this entry »

Written by Zogrim

September 17th, 2010 at 2:07 pm

Posted in PhysX Tools

Tagged with ,

PhysX plug-in v2.06 for 3ds Max in action

without comments

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.

Written by Zogrim

September 15th, 2010 at 2:01 am

Posted in PhysX Tools

Tagged with , ,

PhysX plug-in as part of Subscription Advantage Pack for 3ds Max 2011

with 2 comments

Autodesk has announced today, that  2.x PhysX plug-in for 3ds Max is going to be included into Subscription Advantage Pack for 3ds Max 2011 and 3ds Max Design 2011.


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 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 :)

Written by Zogrim

September 10th, 2010 at 10:40 pm

Nvidia PhysX Fluid Demo upgraded to ver.

with 9 comments

For those of you who are still playing with old Nvidia PhysX Fluid Demo (version, released in 2008 with first PowerPack) Nvidia has prepared a new, slightly updated variant – PhysX Fluid Demo ver.

Update: Modding of PhysX Fluid Demo

Release notes:

  • 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. from here (19 mb)

Alternative download from (virustotal report).

Written by Zogrim

August 4th, 2010 at 2:43 pm

Posted in PhysX Tools

Tagged with ,

SIGGRAPH 2010: Nvidia APEX and Scalability

with 9 comments

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).

Written by Zogrim

July 29th, 2010 at 11:48 pm

Posted in PhysX Tools

Tagged with ,

PhysX Visual Debugger 2.0.6 Beta: first SDK 3.0 signs

with one comment

New 2.0 version of PhysX Visual Debugger, object-based database application for analyzing captured data from PhysX engine, was updated to version 2.0.6. Beta.

Update: final 2.0.6. version releasedno differences from PVD 2.0.6 Beta though

[20.08.10] Update #2: PVD 2.0.7. with minor bugfixes is available for download.

Release Notes:

  • Lots of optimizations during capture!  Capturing should be even quicker and more painless than it was with the first beta.
  • Lots of UI bugfixing specifically to the tree views (All Objects, Selected Objects, Watched Objects).  They should be more stable and much more user friendly especially when selecting new objects.
  • Navigation and selection were reversed.  So navigation is the default action while selection requires pressing ‘alt’.  You can quick select something by double clicking on it without pressing ‘alt’.
  • Reversed the log file direction.  No more scrolling down; new errors at the top.
  • New preferences dialog !  Much easier to use, no tabs.
  • Got rid of the frames palette.  We are sorry it ever existed.  The playback controls got moved to the toolbar while the slider got moved to the bottom of the scene view.

And more interesting:

  • Preliminary support for the 3.0 version PhysX !!!.  We are very excited about this.

Yep, we are excited about it too :)

You can download PhysX Visual Debugger 2.0.6 Beta via Developer Support Center.

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Written by Zogrim

June 26th, 2010 at 3:07 pm

Posted in PhysX Tools

Tagged with ,

Copyright © 2009-2014. | About project | Privacy Policy
PhysX is trademark of NVIDIA Corporation