Archive for the ‘PhysX Tools’ Category
However, in comparison to the major 1.x -> 2.x rewrite, round “3.0″ version number has not brought any significant changes to PhysX plug-ins – remaining 2.9.x digits were simply reserved for possible APEX 1.2.x branch updates.
And if you have missed latest additions to PhysX plug-ins, like introduction of the APEX Destruction authoring pipeline, you can check it here.
|PhysX Plug-in 3.0 for 3ds Max: Release Notes|
- New Features
- Using APEX 1.3.0, SDK 3.3.0 (SDK 2.8 is not supported any more).
- Deprecated UI for SDK 2x.
- Avoid generating multiple materials when they are with the same parameters.
- Destruction: Behavior Groups Management.
- Fix: Wrong volume calculation issue in Rigid body.
- Make exporter dialog from File -> Export also support .Apx and .Apb.
- Fix: TetherStiffness range. Set tetherStiffness to 1.0 – relax just as ClothingTool uses 1.0 – mTetherStretchiness.
- Fix: 2 UI updating issue introduced in CL 9122.
- Fix: Hammer icon.
- Some fixes for debug render in fast viewer.
- Fix: Apex render after rewind scene in ccViewer.
- Fix: Menu bug with Forces part.
- Fix: Kinematic animation in fast viewer for non-integer start frame.
- Sort bone list by name, improve bone indices in clothing asset.
- Fix: After painting on lod, lod node will fail to restore previous shading mode.
- Fix: LOD crash bug – switching lod during simulation crashes max.
- Fix: Wrong exporter file name like “C:\export\nc.PxProj.PXPROJ”.
- Fix: Fast viewer for precision sensitive Domino sample case.
- Fix: InitialSwing issue with SnailGames’ sample.
A little bit late, but PhysXLab 1.2.4 has arrived, finally.
This version in compatible with APEX SDK 1.2.4 and includes several bug-fixes.
|PhysXLab 1.2.4 – Release Notes|
- New Features
- APEX 1.2.4 support.
- PhysX SDK 3.2.4 support.
- Smoothing groups preserved from imported mesh.
- Fix for DCC/PhysXLab destructible import problem with multi meshes.
- DE7941: UV-based cutout face selection tool re-enabled.
- Misc. changes
- GRB playground mode removed.
New PhysX DCC plug-ins for 3ds Max and Maya are now available for public download.
Both 2.91 plug-ins contain usuall set of bug-fixes and minor improvements, however, 3ds Max version also presents some interesting new features.
One of them is the integrated APEX Destruction module authoring pipeline (previously only available via PhysXLab), which allows artists to create, tweak and test destructible assets right inside 3ds Max.
Another one is so-called Simulation Sets – basically, an advanced collision filtering feature, which works for rigid bodies and cloth objects.
NVIDIA has released APEX SDK 1.2.4, which contains several minor bug-fixes.
Update: APEX 1.2.5 available
This version is compatible with latest PhysX SDK 3.2.4
|APEX SDK 1.2.4 – Release Notes|
- APEX Framework 1.2.4
- EditorWidgets header files added to binary distributions.
- Added more asset previews for consistency.
- PS3 gcc support has been deprecated in APEX 1.2.4 in favor of SNC. The gcc version is still included but not supported.
- Fixed some allocations that were not going through the user-supplied allocator.
- APEX Destruction 1.2.4
- Fixed contacts not getting detected between PhysX bodies and destructibles when using GRB.
- APEX Clothing 1.2.4
- Fixed issues with teleport and reset.
- Fixed a crash in tangent computations.
- Fixed an issue where tangent results were different for skinned tangents.
- APEX Turbulence / Particles 1.2.4
- Fixed a rare condition issue due to improper scene locking with PhysX 3.2.x in turbulence.
- Fixed GPU memory leak with turbulence/convex collision.
- Fixed an LOD issue with ParticleIOS that could cause a crash.
“We are excited to extend our PhysX and APEX technologies to Microsoft’s Xbox One console”, said Mike Skolones, product manager for the PhysX SDK at NVIDIA.
“We look forward to the Xbox developer community taking advantage of PhysX and APEX along with Xbox One’s processing power, programmability and next-generation features to design cutting-edge games that deliver an unparalleled and ultra-realistic experience”
Earlier this year, it was also stated that PhysX SDK/APEX SDK will be available for Sony’s Playstation 4 console.
We assume that similar to PS4 case, PhysX for Xbox One will only use console’s CPU for physics calculations, at least at the beginning.
A very interesting presentation from Game Developer Conference 2013 – “Enhancing Hawken and PlanetSide 2 Through Turbulence and Destruction” by Dane Johnston (NVIDIA), Aron Zoellner (NVIDIA), Tramell Isaac (SOE) and Ryan Elam (SOE) – is now finally available for replay from GDC Vault.
The presentation covers the basic features and authoring pipeline of APEX Turbulence and APEX Destruction modules, among other modules, and also provides a little post-mortem on how those modules were utilized to enhance several latest GPU PhysX games – PlanetSide 2 and Hawken.
It was also revealed during the talk, that with current implementation of GPU physics effects in Planetside 2 developers have only “scratched the surface of what APEX can do”, as more advanced content, including enhanced Turbulence effects, Destructible environments (like player created bases) and potentially Environmental cloth will be coming to the game in the future. Good news for PlanetSide 2 players.
During Hawken and APEX Destruction part, it was mentioned that upcoming improvements for the Destruction module will include networking sync support, damage based vertex coloring, more authoring tools options (PhysX plug-ins, third party) and also a new damage system, that is based on artist feedback.
Finally, the APEX Hair & Fur was mentioned as the upcoming module.
Updated PhysX plug-ins – 2.89.00313 for 3ds Max and Maya – are now available for download.
Update [7/17/2013]: Plug-ins version 2.89.00705 for 3ds Max and Maya released. Please see the Release Notes below.
Update #2: 2.91 PhysX plug-ins are available
|2.89.00313 PhysX plug-in for 3ds Max: Release Notes|
- New Features
- Updated PhysX 2.8.5 and 3.2.3
- Updated APEX 1.2.3
- Fix GPU Simulation Disabled bug when choosing HW mode.
- Fix qs tangent space issue.
2.89.00705 Update Release Notes
- New Features
- Support 3ds Max 2014.
- Exporting material names when exporting PhysX scene.
- Support making dummies as constraint directly via toolbar or menu.
New PhysXLab 1.2.3 was released by NVIDIA today.
Update: PhysXLab 1.2.4 is released
Only several minor bug-fixes and updated PhysX/APEX SDK compatibility are included in 1.2.3 version.
|PhysXLab 1.2.3 – Release Notes|
- New Features
- APEX 1.2.3 support.
- PhysX SDK 3.2.3 support.
- Hull simplification.
- DE7358: Bad APEX convex hull creation in 3.x.
- DE7335: T-junction removal is causing crashes.
- DE7104: Min Fracture Depth not being set in the exported APX if set in the playground.
The following demo is quite interesting – it is showcasing real-time particle simulation, using APEX Turbulence module and CryEngine from Crytek.
This one should be approached carefully: it is not the official feature of the CryEngine, more like a proof of concept of how APEX can be utilized in non-PhysX SDK based game engine.
Demo is using custom particle system (simplified version of the one from PhysX SDK) and Turbulence driven velocity fields to control particle motion. Interactions with level geometry and rigid body objects are also supported.
Such technology may offer some interesting new possibilities for GPU PhysX games.
However, due to its simplified nature, PhysX 3 cloth solver is also missing some features, such as tearing, two-way interaction with rigid bodies and self-collision support.
As the first step, updated version of the clothing solver, which will be introduced in PhysX SDK 3.3 and APEX Clothing 1.3 module, will include new self-collision algorithm, that will allow cloth to behave more naturally and also improve formation of folds and wrinkles.
In addition to self-collision, improved cloth solver also supports inter-collision between multiple cloth actors (take that, 2.8 cloth !) for qualitative simulation of complex multi-layered clothing.
For a note, full-body clothing assets, presented in the video, contain roughly ~ 10 000 simulated cloth vertices each and are running on GPU in real-time.