Archive for the ‘PhysX Tools’ Category
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:
Amond other features, physics engine in Miarmy 1.2 is now based on PhysX SDK 3.1 (in previous releases – 2.8.4), which provides faster and more accurate rigid body physics simulation even with high number of complex jointed objects.
In addition, usage of new PxCloth solver allows “100 times faster” simulation of cloth and clothing assets.
With new PhysX 3.1 Engine, The limit on the number of dynaimc agents is gone. On an average home PC, one can easily create a scene with more than 5,000 agents enable dynamics which contains more than 85,000 RBD objects and 80,000 dynamical joints. The cloth simulation will became almost real-time.
Update: 2.72 plug-ins available
2.71 PhysX Plug-in for 3ds Max – Release Notes:
- General: Fix a HW check issue for old driver causing crash for some users.
- General: Saving file at the end of a simulation will capture transform all objects in scene.
- General: Sprinting improvement for 3rd party plugins utilizing this plugin.
- General: Exporter locale issue. Force to keep as period instead of comma.
- General: Removed unused materials and shapes in exported XML files.
- General: Fix the crash with previewer, waving flag sample.
- General: Upgrade 3.x mode to use PhysX SDK 3.1.1
- General: Minor toolbar tweaks.
- General: Prevent some convex hull failure cases.
- General: Increase contact buffer for PhysX 3.x.
- General: Fix the bug that when in the middle baking, it restarts from time start. The reason is that Max does occasional preSave event and we prefer to rewind before saving.
- Rigid Body: Fix button based initial motion calculation.
NVIDIA has released APEX SDK 1.1 (Build 112), next version of NVIDIA APEX – scalable dynamics framework, oriented on complex physical simulations.
Update: APEX 1.2 is available
In comparison to APEX 1.0 Beta, new version includes many bugfixes, several additions to underlying framework and various new features, like ability to calculate rigid body physics on GPU.
APEX 1.1 contains only Destruction and Clothing modules, and is still based on PhysX SDK 126.96.36.199 – first version with PhysX 3 support is going to be APEX 1.2 (that is supposed to be released in a few months).
NVIDIA APEX SDK 1.1 is available for download at Developer Support Center.
If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.
APEX DESTRUCTION 1.1
- GPU Rigid Bodies: the NxModuleDestructible has settings to enable calculation of Rigid Body physics on GPU.
Highly anticipated feature. While using same assets and same settings, GPU Rigid Bodies are showing significantly higher performance – 70 fps for 5000+ rigid body chunks on single GTX 580 vs 10 fps on Core i7 2600K.
One-way interaction with dynamic CPU actors is also supported (via transfer of momentum). GPU accelerated rigid body physics requires NVIDIA driver 270.81 or later, PhysX 2.8.4 RC6 or later and a CUDA capable GPU.
As usually, certain talks will be demonstrating latest advances in PhysX and APEX technologies. Let’s take a look:
March 7th, Booth #1424
3dsMax with MassFX
11:00am - 12:00pm. Chris Murray, Autodesk
Autodesk’s implementation of MassFX within 3dsMax will show you just how easy the workflow is for rigid body dynamics and how versatile to the tool can be. Additionally, Autodesk will be giving a technology preview of some aspects of MassFX currently being experimented with in 3dsMax.
IKinema IK for Combining Physics and Animation in Maya
2:00pm - 3:00pm. Alexandre Pechev, IKinema
IKinema is a production-proven solution for animating with inverse kinematics (IK) in Maya. Come see how we combine IKinema IK with NVIDIA’s PhysX Plugin for Maya to produce animations that can capture a character’s intent and physical simulation at with an improved speed and accuracy over handmade animations. Dressing the character with APEX Clothing can add even more dramatic physical effects and secondary motion to your film or game.
As always at the beginning of the year, Ken Pimentel (Director of Visual Communication Solutions within Autodesk) has revealed some details about new features and capabilities of upcoming versions of 3ds Max.
Few words were said about MassFX - PhysX SDK based physics simulation solution, introduced in 3ds Max 2012.
We introduced MassFX and mRigids (based on PhysX and our partnership with Nvidia) in 3ds Max 2012. It was a start on our march to a more unified dynamics experience. We’ve continued that effort with Nvidia and we think you’ll be pretty pleased with the results in general. We’re not done, but definite progress in the right direction, we hope you’re pleased with it.
“Results” will include, at least, the addition of mCloth module for cloth simulation (as revealed at SIGGRAPH 11) and forcefields functionality through standart Force objects (as you can notice from a “teaser” video below).
First set of tutorials is explaining creation and usage of Fracture Maps – simple black-and-white images, that can be used to specify fracturing pattern for cut-out fracturing mode.
APEX Destruction: Fracture Maps (Part 1) – Photoshop
APEX Destruction: Fracture Maps (Part 2) with PhysXLab
Update [14.02.2012]: Latest build of PhysXLab 1.1 is available. It is recommended to re-download it.
Update [16.05.2012]: Beta 3 version of APEX 1.1 is released.
- APEX 1.1 support (PhysX SDK 188.8.131.52).
- Possibility to have multiple physical meshes per chunk – convex decomposition (controlled by “Collision Quality” settings).
- New options for “Playground” simulation – Radius Damage Tool, ability to throw or drop destructible asset, shoot it with box or sphere.
- Separate pieces now detected by the FBX importer.
- Can now import a multiple mesh and export without further fracturing.
- Ability to cancel fracturing opertation – “Stop Fracture”.
- Chunk instancing (correponding chunks between different destructible actors will be rendered through intance bufer).
- Chunks tiling (matching chunks created from cutout fracturing will be instanced within the same actor, as well as referenced actors).
- Visualization of instanced chunks.
- LOD settings can now be applied to destructible in playground.
- Supports ASDW keys to move camera.
- Updated interface with support for all new features.
Very interesting PhysX Fluid Simulation demo was revealed by a user Finalspace on German Delphi OpenGL Community forum.
Update: new version is available.
Written from scratch on C++, based on PhysX SDK 3.0.2 and OpenGL, this demo is showcasing Smoothed Particle Hydrodynamics (SPH) fluid simulation in a basic environment.
However, the amount of options is appealing – you can choose from various scenes, change fluid parameters, add rigid bodies or more particles (up to 262 000), apply forces to the fluid, switch rendering modes – PhysX Fluid Simulation is a fully functional playground, more advanced than original PhysX Fluids demo from NVIDIA.
You can download PhysX Fluid Simulation v 1.2 from original thread.
Update: FluidMark 1.5.1 is available
- New: added two benchmark presets (1080 and 720).
Preset:1080: with this preset, the settings are the following:: 1920×1080 fullscreen, duration of 60 sec, 60000 particles, heavy additional graphics load and multithreaded PhysX synchronized on the rendering.
Preset:720: with this preset, the settings are the following: 1280×720 fullscreen, duration of 60 sec, 30000 particles, moderate additional graphics load and multithreaded PhysX synchronized on the rendering.
- New: PhysX built-in CPU multicore option added.
- New: score submission with oZone3D.Net account.
- Update: the additional graphics load option covers now the whole screen and not only the upper-right corner.
- Update: revamp of the main startup dialog box (now a bit simpler to use).
- Update: compiled with PhysX SDK 184.108.40.206.
- Bugfix: fixed a nasty deadlock that hung FluidMark sometimes at the end the tests.
You can download PhysX FluidMark 1.4.0 from Geeks3D.com.
We remind you, that in case if you want to use FluidMark 1.40 with Hybrid PhysX Mod, you need to delete/rename PhysXDevice.dll file in application folder, due to usage of driverless PhysX SDK 2.8.4.