Archive for the ‘PhysX Tools’ Category
Epic Games has announced March release of Unreal Development Kit (UDK), free version of Unreal Engine 3.
March UDK includes all DX11 features, that were presented in Samaritan Demo at GDC 2011.
Important DirectX features now shipping with UDK include:
- Tessellation and displacement;
- Geometry shaders;
- Multisampled textures; and
- Shader Model 5.
In addition, UDK is now fully integrated with NVIDIA APEX, high-level scalable framework oriented on creation of complex physical effects, like destructible environment of dynamic character clothing.
NVIDIA’s APEX technology has also been integrated into the engine and ships with UDK.
NVIDIA APEX technology enables artists to quickly generate physically simulated clothing and destructible environments.
However, to take advantage of APEX functionality, authoring tools are needed to be released by NVIDIA. According to our sources, this may happen very soon, probably within a week.
Update: APEX 1.0 Beta released
Another NVIDIA developer session from GDC 2011 is now available – Realistic and Interactive Clothing in Epic Games “Samaritan” Demo Using NVIDIA APEX (in .pdf format).
Update: recorded session is now available at GDC Vault. Content of this post was updated accordingly.
New interesting technic was presented during presentation – highly detalized graphical mesh with many details (pockets, clasps, etc) was attached to a simplified uniformly tesselated mesh called “Drive Mesh“, that was used for APEX Clothing simulation. In this case, clothing with very complex geometry (like on the Samaritan character above) can be easily authored and simulated with high performance.
NVIDIA has uploaded several new videos, showcasing APEX Destruction module in action.
First one is demonstrating long-anticipated feature – GPU accelerated rigid body simulation.
This is actually the first time, when GPU rigid bodies are presented as part of APEX module.
User “kproudfoot” has published a short video, that is showcasing interactive demo of APEX Destruction module, running at NVIDIA GDC booth right now.
Update: new APEX Destruction videos
This demo contains one fully destructible level and is likely based on Unreal Engine 3. You can notice decent number of active rigid bodies but still pretty smooth framerate.
NVIDIA has published several Game Technology Theater feature talks, which took place at NVIDIA GDC Booth yesterday, March 2.
This particular one, called “3ds Max 2012 including nRigids with Nvidia PhysX” and presented by Shawn Hendriks from Autodesk, mostly contains general overview of 3ds Max 2012 features (despite of the title), but also provides some information on new mRigids rigid body dynamics system (starting 39:53).
You can view recorded “3ds Max 2012 including nRigids with Nvidia PhysX” presentation here
Autodesk has officially announced 3ds Max 2012 and 3ds Max Design 2012 – 3D modeling, animation, rendering, and compositing packages.
New set of 3ds Max products introduces first module of unified MassFX simulation system – mRigids rigid body dynamics.
Update: 3ds Max 2012 released – MassFX system overview
With mRigids, you can leverage the multi-threaded NVIDIA® PhysX® engine to create compelling, dynamic rigid-body simulations directly in the 3ds Max viewport. mRigids 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.
MassFX system is based on PhysX plug-in for 3ds Max, and will replace existing Reactor physics engine.
In addition, new Maya 2012 is also including PhysX plug-in as part of standart package.
New Simulation Options — Incorporates the multithreaded NVIDIA PhysX engine for static, dynamic and kinematic rigid-body simulations directly in the Maya viewport. The PhysX plug-in also includes kinematic ragdoll simulations and APEX Clothing.
Autodesk has released another sneak-peek video of MassFX – PhysX SDK (and PhysX plug-in) based physics simulation system for XBR (namely 3ds Max 2012).
Previous video has showed us that substeps control will be included, and this one reveals another interesting feature – composite physical mesh type (previously spotted only in internal versions of PhysX plug-in).
In this case, user will be able to decompose concave mesh (not supported by PhysX SDK natively) into convex pieces, using built-in algorithm, and simulate it as one physical object.
Now, with both convex decomposition and substeps control features MassFX may show itself as pretty effective tool, at least for rigid body simulations.
New version of Kombustor, MSI’s VGA burn-in test and benchmark utility, is now available.
2.0.0 release brings new graphics benchmark, that includes OpenGL 4 rendering, soft shadows, geometry instancing, tesselation and PhysX SDK based cloth and particles simulation – sort of FurMark, FluidMark and TessMark features fused together.
Physics part is pretty robust – it is using latest PhysX SDK 18.104.22.168 and supports both GPU acceleration and multi-core CPU optimizations.
You can download MSI Kombustor 2.0.0 from here.
We already mentioned plans of Autodesk to replace Reactor (using Havok) physics engine in next versions of 3ds Max with a new and probably better one, based on PhysX SDK.
Update: New MassFX sneak-peek video
Recently released “sneak peek” video gives us a short glimpse on this simulation system, and reveals its name – MassFX.
As you may notice, MassFX resembles general design of standart PhysX plug-in from NVIDIA, but also includes some long-anticipated features, like substeps control, for example.
One of the main features of NVIDIA APEX framework is not only complexity or quality of simulation, but artist-focused authoring pipeline, that allows easy creation of physical content without significant programmer involvement.
Update: PhysX plug-ins for Max and Maya with APEX Clothing features are available.
Update #5: New complete set of official APEX Clothing tutorials.
Following tutorials (available previously for plug-in beta users) are giving perfect overview of clothing authoring process, basic capabilities and features, using 3ds Max plug-in as an example.