Archive for the ‘PhysX Tools’ Category
NVIDIA has uploaded a following video, revealing new, never seen before, module for APEX Framework, called APEX Dynamic Systems (it is still an early prototype, however).
Detailed description is not available yet, but it seems that this new module is supposed to speed up the creation process of complex dynamic actors like articulations, ragdolls and vehicles, by providing artist friendly environment, where one can easily create and tune such objects and preview their behaviour.
NVIDIA has uploaded a set of demontrational videos, which were used to showcase features of NVIDIA APEX toolset, its authoring capabilities and games integrations examples at GDC 2012.
APEX Turbulence Module
We find APEX Turbulence demo particularly impressive, since particle simulation of such magnitude and complexity (scene contains up to 180 000 particles combined) is yet to be seen in games, while it can be used to create new generation of realistic smoke, dust and explosion effects.
It is good to see that this module has finally reached production stage. Turbulence is promised to be released as part of APEX 1.2
Following presentation was held as part of GDC 2012 NVIDIA Game Technology Theather event on March 9.
Session called “Enhancing Games with APEX (Clothing, Destruction, Turbulence)” was presented by Aron Zoellner and Kevin Newkirk from NVIDIA.
Update: recording is now available on YouTube
Presentation has started with overview of APEX Clothing module using full-body clothing (tie, jacket, pants) on Bryce Wayne character from recently released Batman: Arkham City title as example. Dynamic clothing on Samaritan character was also demoed, but we had session about it at previous GDC already.
As a nice addition, few words were said about features of new clothing solver, introduced in PhysX SDK 3 (we expect it to appear in APEX Clothing 1.2):
- Enhanced control over bending and shearing.
- Enhanced control over high-energy dynamics.
- Connected tapered capsule collision.
More detailed videos of new experimental destruction engine with support for real-time fracturing, already previewed in previous demonstration, are now available.
Update: new technical demo from GDC 2013
In this video we show our new destruction prototype. Here, piec fractures pieces on the fly. There is no limit of how many times pieces can be fractured. Also, the fracture pattern depends on the impact location.
To simulate the massive amount of rigid bodies we use GRBs – GPU accelerated rigid boides.
First video is showing yet experimental technology – new cloth solver and real-time fracturing.
Wooly character contains 840 000 particles simulated as 100 000 invidual strands of fur and is running on new solver that is currently under active research.
Real-time fracturing will be nice addition to the APEX Destruction module, which, currently, is utilizing only pre-fractured meshes. Fracturing happening in real-time, accordingly to impact force and point of damage application will certanly make destruction look more natural and immersive.
Update: more detailed videos of new fracturing engine.
Update #2: fur simulation technology video
Following presentations were held as part of NVIDIA Game Technology Theather event on March 7.
First one is called “3ds Max with MassFX” and was presented by Chris Murray from Autodesk.
Update: recording is now available on YouTube
This talk was mostly focused on features under development, that are expected to be added in future versions of MassFX, like mCloth – new clothing simulation solution.
mCloth is supposed to provide stable two-way interaction with rigid bodies, probably utilize GPU acceleration, support user-controlled tearing (through vertex selection) and include some interesting pressure simulation for balloon-like behaviour (for example, if you have holes in your mesh, balloon will deflate).
Recently, its author known as Finalspace has presented an updated version of this application, which is now called Fluid Sandbox.
Update: Fluid Sandbox 1.4.5 is up. New version is based on PhysX SDK 3.1 and features improved rendering, additional scenarios, better support for multi-core CPUs, fluid emitters and drains.
New release is named “Sandbox” for a reason – most of the data is now stored in XML format, so it is possible to customize existing scenarios (or even create new ones), edit scene and simulation properties, or add custom obstacles.
Apart from that, updated features include improved Screen Space Fluid Rendering option, new basic scenarios, more flexible settings and properly working interaction between fluid particles and rigid bodies.
As we already mentioned in our previous article, Fluid Sandbox is a great tool to play with, which functionality surpasses any other PhysX Fluid demos ever released.
You can download Fluid Sandbox from original thread at Delphi OpenGL Community forum.
MirVadim has uploaded new impressive promo video of RayFire – fracturing and destruction tool for Autodesk 3ds Max, which is using PhysX plug-in/MassFX for underlying physics simulation.
If you are interested in RayFire history and PhysX SDK role in its development, you can read our previous article – PhysX From Inside Out: RayFire Tool
Autodesk has presented another video, showcasing some of the new features of MassFX – PhysX SDK based physics simulation system, that is replacing Reactor engine since 3ds Max 2012.
You can observe the process of mCloth object creation (and also it’s settings and interaction with rigid bodies), better support for concave meshes and updated interface.
It was also mentioned previously, that MassFX 2013 will also support standart forces, like PBomb and Vortex.
Unfortunately, UDN documentation was not yet updated, and some flaws were found in this release - for example, APEX GPU Rigid Body libraries are missing from the February distribution. Not to mention, that not all APEX 1.1 features have made it into UDK.
UPDATE: March UDK is released. Issues with missing GRB libraries were resolved.
UPDATE #2: November 2012 release of UDK adds APEX 1.2.1 support
Let’s take a look on some of the new features in APEX 1.1 integration we were able to discover:
APEX DESTRUCTION 1.1:
For additional data on Destruction Module please refer to UDN page
- GPU Rigid Bodies (GRB). One of the most interesting features of 1.1 release is new ability to calculate rigid body physics on CUDA-capable GPUs, thus achieveing performance improvement in scenes with many destructible actors and simulated chunks, while using exact same assets and settings as for CPU physics.
----- Following is valid only for February 2012 UDK
As we have mentioned, current GRB implementation is missing vital libraries and also has some bugs: you can either wait until March UDK release or try it out now (for your own risk) – using our .dll package (36 mb).
Copy “GRB_1_x86.dll” and “pxtask_cuda_x86.dll” to “UDK\Binaries\Win32\” folder.
Copy “GRB_1_x64.dll” and “pxtask_cuda_x64.dll” to “UDK\Binaries\Win64\” folder.
---- Previous is only valid for February 2012 UDK
Now, to enable GRBs you need to set following parameters in “Engine\Config\BaseEngine.ini” file: