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GDC 2013: PhysX 3 cloth solver will add self-collision and inter-collision features

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Special “embedded” PhysX 3 clothing solver, introduced in APEX SDK 1.2, has indeed many advantages over the previous cloth simulation solution – it is more robust, efficient, stretch-resistance.

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.

Written by Zogrim

March 28th, 2013 at 5:56 am

Posted in PhysX SDK, PhysX Tools

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3ds Max 2014 further improves MassFX with mParticles module

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Since 2012 version, Autodesk 3ds Max uses MassFX, PhysX SDK based simulation system, as default physics simulation solution.

New 3ds Max 2014 (and 3ds Max Design 2014) release adds a new MassFX mParticles module to a two existing ones, mRigids and mCloth. Also relaying on PhysX SDK engine, mParticles module is a powerfull and fully controllable particle simulation system.

Previously, mParticles module was know as standlone plug-in – Orbaz Particle Flow Tools: Box #2.

Written by Zogrim

March 26th, 2013 at 11:21 pm

APEX SDK 1.2.3 is now available

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NVIDIA has released an updated version of APEX SDK.

Update: APEX SDK 1.2.4 is available

New version is compatible with latest PhysX SDK 3.2.3, and also includes a bunch of bug-fixes and some minor new features.

APEX SDK 1.2.3 – Release Notes

  • APEX Framework 1.2.3
    • NxResourceProvider is now case-insensitive by default. To get the old case-sensitive behavior, set resourceProviderIsCaseSensitive true in the NxApexSDKDesc.
    • Fixed issues with re-entrant read locks.
  • APEX Destruction 1.2.3
    • GPU rigid bodies are no longer supported on pre-Fermi hardware.
    • Added actor synchronization filtering by damage event depth and fracture event depth.
    • Added NxDestructibleActor::setDeleteFracturedChunks() to tell a destructible actor to delete its fractured chunks instead of simulating them.
    • Added NxUserDestructibleSyncHandler::onPreProcessReadBegin() and NxUserDestructibleSyncHandler::onPreProcessReadDone() callbacks.
    • Edited NxUserDestructibleSyncHandler::onReadBegin() callback. Removed NxUserDestructibleSyncHandler::onSwizzleDone() callback.
    • Added NxDestructibleActorSyncState struct. Edited NxDestructibleActor::setSyncParams() method.
    • Edited NxDestructibleActor::setHitChunkTrackingParams() method.
    • Added new NxDestructibleAssetStats: maxHullVertexCount, maxHullFaceCount, chunkWithMaxEdgeCount.
    • NxDestructibleAsset::createDestructibleActor() renamed to NxDestructibleAsset::createDestructibleActorFromDeserializedState().
    • NxDestructibleActor::getPartTM() renamed to NxDestructibleActor::getChunkTM().
    • IExplicitHierarchicalMesh::IConvexHull::reduceHull function removes vertices from a convex hull until the given limits are reached (after cooking).
    • Added both the destructible actor pointer and the chunk index to the NxApexPhysX3Interface::setContactReportFlags() callback when PhysX 3.x shapes are created.

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Written by Zogrim

March 15th, 2013 at 10:58 am

New 2.88 PhysX plug-ins for 3ds Max and Maya

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Updated versions of PhysX plug-ins for 3ds Max and Maya, 2.88.00227 and 2.88.00222 respectively, are now available for download.

Update: 2.89 PhysX plug-ins released


The release supports latest APEX 1.2.2 and PhysX SDK 3.2.2 and also includes several critical bug-fixes.

2.88.00227 PhysX plug-in for 3ds Max: Release Notes

  • New Features
    • Updated PhysX 2.8.5 and 3.2.2
    • Updated APEX 1.2.2
    • Make 3.x SDK as default.
    • Support exporting without prompt dialog.
    • Rigid Body: expose script support for clothing type shape, radius bone and type.
  • Fixes
    • Fix for the crash when 3ds Max Loading if mParticles installed. Also fix the crash when opening a file with mCloth/mParticles content.
    • Fix a bug, if a scene contains a ragdoll, and open the viewer, max will crash when exit.
    • Fix clothing baking script issue, making pxBakeClothing() work.
    • Fix capsule collision with clothing in 3x mode.
    • Fix the bug ‘Pick Ragdoll Shapes’ dialog doesn’t work under 2.8.
    • Fix material and submesh parsing issue for a specific user.
    • Fix the bug save the num of ContactAgent with a size_t value.
    • Fix on a crash defect in weld algorithm.
    • Fix the Bug translating the mesh of a ragdoll in an old file will have doubled translation.
    • Fix Global scaling support.
    • Fix a bug 1745-8317534: Projection mode is not exported correctly to the RepX XML format.
    • Fix Bug #7190: PhysX 3.x connect sphere issue disable in Max 2009 SP1.
    • Fix Bug #7192: Backstop forces See-through mode.
    • Fix Bug #5747: Script error when using “Pick source object” on original object.
    • Fix Bug #5869: Color of rigid body does not differ for kinematic/dynamic ragdoll.
    • Fix Bug #7199: button missing from Root translation dialog.

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Written by Zogrim

March 1st, 2013 at 12:34 pm

Posted in PhysX Tools

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NVIDIA is continuing to be a partner for physics middleware on PlayStation 4

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Recent announcement of Sony’s next-generation PlayStation 4 console has revealed that the new gaming system will be equipped with custom AMD GPU, capable of GPGPU computations – for example, physics simulation. To showcase its processing power, a live demo of GPU accelerated particle simulation, running on the Havok engine, was demonstrated during the event.

Update: official press-release

Update #2: PhysX SDK and APEX – now on Xbox One

PS4 logo

An opinions began to emerge, that NVIDIA PhysX SDK engine and PhysX Technology as a whole won’t find its place in the world of next-generation consoles and, thus, will be abandoned quickly.

However, official “PlayStation 4 Tools & Middleware Developers” page says that “following middleware companies have their innovative technology solutions available right now to support PlayStation 4 developers”:

Since NVIDIA does not own any AI or Animation middleware, it is pretty clear that PhysX SDK physics engine is implied here. PhysX SDK will support PlayStation 4 and is already available for developers, as our sources, close to the industry, can confirm.

It is yet unclear, how the situation with GPU acceleration (you know, that “NVIDIA technology running on AMD hardware?!?!” stuff) will be handled on PS4 , but it is now certain – PhysX is here to stay.

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Written by Zogrim

February 22nd, 2013 at 10:42 pm

Pre-GDC 2013: APEX and PhysX Presentations overview

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Official NVIDIA page for the upcoming Game Developer Conference 2013, which will be held on March 25-29 in San-Francisco, is now online.

Current schedule reveals several presentations, dedicated to APEX and PhysX Technologies. Let’s take a look on what we can expect this year:

March 28th, West Hall, Room #2002

Post Mortem: GPU Accelerated Effects in Borderlands 2

11:15 am - 12:15 pm.

Dane Johnston, Technical Artist, NVIDIA. James Sanders, Director of Visual FX, Gearbox.

Borderlands 2 released to critical acclaim on September 18th, 2012 and showcased a wide variety of NVIDIA CUDA®-accelerated GPU effects. This session will dive into the exact effects that were featured and their benefits to the visual fidelity of the gamer experience.

Side-by-side examples of how GPU-accelerated effects are changing the gaming landscape will be demonstrated in a gaming session. Further examinations into the production process and effects creation will also be explored.

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Written by Zogrim

February 20th, 2013 at 3:46 pm

PhysXLab 1.2.2 is released

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Updated PhysXLab 1.2.2 release is now available for download.

Update: PhysXLab 1.2.3 is available


PhysXLab 1.2.2 includes some new features to comply with the APEX SDK 1.2.2 and also several bug-fixes.

PhysXLab 1.2.2 – Release Notes

  • New Features
    • APEX 1.2.2 support.
    • PhysX SDK 3.2.2 support.
    • Option to remove T-junctions (this will allow post-processing of the mesh, like deformation).
    • Improved multiple interior material functionality.
    • DCC Plugin support.
  • Bug-fixes
    • DE6504: UV Fracture will not refracture.
    • DE6805: Mesh disappears when using UV fracturing.
    • DE6664: In the playground simulating, system crashes on pressing F12 twice.

PhysXLab 1.2.2 can be downloaded through Developer Support Center website.

If you are experiencing troubles with registration, please refer to our updated guide.

Written by Zogrim

February 11th, 2013 at 11:58 pm

Posted in PhysX Tools

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Catzilla: a new cross-API benchmark

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A Beta version of the Catzilla benchmark, developed by Plastic Demo in collaboration with Polish post production company, Platige, is now available for download.

Catzilla is a cross-API (OpenGL 4.0 and DirectX 9/11) benchmark designed the Windows platform, and is also featuring a parallel graphics engine that can take advantage of multi-core CPUs.

Benchmark consists of the main demoscene-style dubstep-heavy giant cat fight scene, which stresses both CPU and GPU, and a set of smaller benchmarks – CPU rigid body physics, GPU smoke simulation, fur rendering, etc.

As interesting note, Catzilla uses PhysX SDK 3.2 as physics engine, however, it is running purely on CPU (as confirmed by one of the developers).

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Written by Zogrim

December 21st, 2012 at 9:33 am

APEX SDK was updated to version 1.2.2

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APEX SDK 1.2.2 update is now available for download.

Update: APEX SDK 1.2.3 released

New release features PhysX SDK 3.2.2 support, includes a bunch of bug-fixes and several new interesting features, like the ability to calculate static stress for destructible objects.

Updated authoring tools will follow.

APEX SDK 1.2.2 – Release Notes

  • APEX Framework 1.2.2
    • APEX requires the use of the PhysX 3.x scene multiple-reader-single-writer lock to access both APEX and PhysX scene objects when using the PxSceneFlag::eREQUIRE_RW_LOCK flag. This allows the application using APEX to access PhysX objects from multiple threads.
  • APEX Destruction 1.2.2
    • Option to include use of stress solver in destructibles. The stress solver attempts to detect and break off chunks deemed to be overly-strained.
    • Introduced a new parameter struct “StrutureSettings” in the destructible actor. Parameters that make up “StructureSettings” affect all actors’ settings structure-wide.
    • New parameters “useStressSolver”, “stressSolverTimeDelay” and “stressSolverMassThreshold” introduced for the stress solver.
    • Option to remove all T-junctions from a fractured mesh. This allows post-processing such as deformation to be applied (for example in a DCC tool).
    • Ability to control the interior materials used when fracturing selected chunks.
    • Ability to add noise to the perimeter faces of cutout chunks.
  • APEX Clothing 1.2.2
    • New ClothingMeshSkinningMap API to get mesh skinning information, so it can be done in the application.
    • New API to add collision objects to a clothing actor. This can be used to implement collision with world objects.

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Written by Zogrim

December 13th, 2012 at 1:04 pm

2.87 PhysX plug-ins for 3ds Max and Maya released

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NVIDIA has released an updated set of PhysX plug-ins for 3ds Max and Maya, versioned as 2.87.01125.

Update: 2.88 PhysX plug-ins are available.


New plug-ins are offering support for latest APEX 1.2.1 and PhysX SDK 3.2.1 releases, and also are incorporating a massive amount of bug-fixes.

2.87.01125 PhysX plug-in for 3ds Max: Release Notes

  • New Features
    • Updated PhysX 2.8.x and 3.2.1
    • Updated APEX 1.2.1
  • Fixes
    • Regenerate does not work on selected nodes.
    • Bone fins create collision shapes on RB ragdoll/RB creation.
    • Fast Previewer doesn’t simulate for LOD 1.
    • Convex cooking bugs with default cooking library which generates best hull. Convex vertex limit is now disabled.
    • Statistics is not refreshed after creating new clothing.
    • Contact report not working with PhysX engine 3.2.
    • CoreDump uses wrong file name.
    • Crashes on file load.
    • Script bug with 3ds Max 2009, related to FBX version check.
    • L2N does not save-load properly.
    • Fix CCD bug. Release NXU Persistent Memory, including CCD skeleton etc.
    • Fix 3dsMax repx unit export problem.
    • Fix Global scaling support.

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Written by Zogrim

December 1st, 2012 at 12:10 am

Posted in PhysX Tools

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