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PhysX SDK 3.3 source code is now available for free

PhysX SDK 3.3 source code is now available for free

Free source code access for Windows, Linux, OS X and Android.

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Introducing NVIDIA HairWorks: fur and hair simulation solution

Introducing NVIDIA HairWorks: fur and hair simulation solution

Real-time simulation and rendering of realistic hair and fur

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Introducing NVIDIA FLEX: unified GPU PhysX solver

Introducing NVIDIA FLEX: unified GPU PhysX solver

Universal particle-based physics solver

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The Evolution of PhysX SDK, performance-wise

The Evolution of PhysX SDK, performance-wise

PhysX 2.8 vs PhysX 3.x vs Bullet

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New APEX Clothing tutorials released

without comments

NVIDIA has released upgraded set of tutorials on how to create APEX Clothing assets in 3ds Max, Maya and how use them in UE3/UDK engine.

Archives are containing recorded video tutorials, all necessary assets, UE3 packages and scene files (for 3ds Max/Maya 2011 and latest PhysX plug-ins).

New tutorilas are availale for download at Developer Support Center, under following section:  [Online Support] -> [Downloads] -> [APEX] -> [APEX DCC Clothing Plugins]

  • Clothing Max Tutorials Part 1 (9-29-11).zip (590 mb)
    • Tutorial #1: Setup and UI
    • Tutorial #2: Waving Flag authoring
    • Tutorial #3: Cape (low res) authoring
    • Tutorial #4: Trench Coat (medium res) authoring
  • Clothing Max Tutorials Part 2 (9-29-11).zip (525 mb)
    • Tutorial #5: Pants (high res) authoring
    • Tutorial #6: Exporting from 3ds Max to UE3
  • Clothing Maya Tutorials (9-29-11).zip (497 mb)
    • Tutorial #1: Setup and UI
    • Tutorial #2: Trench Coat (medium res) authoring
    • Tutorial #3: Exporting from Maya to UE3
  • Clothing Tutorial for Unreal 3 (9-29-11).zip (186 mb)
    • Tutorial #1: Animation Notifies Max Distance Scaling

3ds Max Tutorials Note: scene files ending with “_2010″ are not compatible with 3ds Max 2012.

You can also find mentioned video tutorials at NvidiaApexDeveloper channel at YouTube.

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Written by Zogrim

September 29th, 2011 at 8:27 pm

Posted in PhysX Tools

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More details about PhysX support in Batman: Arkham City

with 3 comments

In a recent interview to PCGamesHardware.de, Ben Wyatt, technical director at Rocksteady Studios, has revealed some technical details about PhysX implementation and GPU PhysX support in upcoming Batman: Arkham City title.

Let’s overview disclosed facts briefly:

  • Batman Arkham City won’t use PhysX 3, but PhysX SDK 2.8.4 instead.
  • GPU PhysX content will be able to run on CPU, but with significant performance drop (typical GPU exclusive content type, we presume).
  • APEX Destruction (destructible objects and walls) and APEX Clothing (clothing simulation on characters, dynamic paper and leaves) modules will be utilized.

Since APEX Particles module was not mentioned, it seems that GPU accelerated particles (smoke, debris) will be based on default PhysXParticleSystem implementation (like in Alice: Madness Returns).

Read the rest of this entry »

Written by Zogrim

September 27th, 2011 at 12:43 am

Posted in PhysX Games

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3ds Max 2012 Service Pack 2 includes fixes for MassFX

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Recently, Autodesk has released Service Pack 2 (SP2) for 3ds Max 2012 and 3ds Max Design 2012 – is a cumulative update, that includes various fixes for issues with stability and performance based on customer feedback.

In comparison to previous updates, SP2 now also includes numerous bug fixes for MassFX – new PhysX SDK based physics simulation system, that has replaced Reactor in 3ds Max 2012.

Release Notes

  • Fixed rollout state changing to Advance.
  • Fixed order of rollout menus.
  • Very small objects used in Composite mesh generation no longer cause a program error.
  • Changing the high-velocity collision minimum speed value now works correctly.
  • The Sleep setting in the World tab no longer causes a MaxScript error.
  • An nvpx.ExportPhysXScene error dialog has been updated to be easier to understand.
  • Bake now works when the scene contains Bipeds.
  • Having the Dynamics Explorer or Scene Explorer open no longer negatively affects previewing the simulation.
  • Remove Skeleton now removes all Kinematic Skeletons, not just the first one selected.
  • Calculate At Current Frame now works correctly.
  • The Rigid Body modifier UI no longer redraws multiple times when opening.
  • The inflation value in the Multi-Editor now supports negative values for convex mesh types.
  • Selecting and moving MassFX constraints now support the type-in transform.
  • Using a Plane with box mesh type now simulates with the correct collision mesh shape.
  • You can now Undo the Convert To Custom Mesh function.
  • Rigid body collisions now behave correctly with back facing geometry.
  • Undo now works after grouping bones in a kinematic skeleton.
  • The MassFX SDK now correctly supports contact reports.
  • Creation of a new mesh in MassFX rigid body can now be undone.

It was also mentioned that remaining issues, like incompatibility with PhysX engine in Thinking Particles plug-in, will be solved in upcoming hotfix.

You can download Service Pack 2 for 3ds Max 2012 from this page

Note: It is highly recommended to uninstall 2.61 PhysX plug-in (if you have one installed) before applying SP2. It can be safely re-installed after.

Written by Zogrim

September 25th, 2011 at 1:28 pm

Posted in PhysX Tools

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PhysX Research: adding physics to animated characters with Oriented Particles

with 3 comments

Another interesting research paper was published by Dr. Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA.

Update: Oriented Particles solver through CUDA

It is called Adding Physics to Animated Characters with Oriented Particles and it further expands oriented particles approach with techniques for simulation of clothing on animated characters.

Abstract:

We present a method to enhance the realism of animated characters by adding physically based secondary motion to deformable parts such as cloth, skin or hair. To this end, we extend the oriented particles approach to incorporate animation information. In addition, we introduce techniques to increase the stability of the original method in order to make it suitable for the fast and sudden motions that typically occur in computer games. We also propose a method for the semi-automatic creation of particle representations from arbitrary visual meshes. This way, our technique allows us to simulate complex geometry such as hair, thick cloth with ornaments and multi-layered clothing, all interacting with each other and the animated character.

Written by Zogrim

September 14th, 2011 at 11:14 pm

How to switch PhysX plug-ins to PhysX SDK 3.0 mode

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Current developer (and probably future public) builds of DCC PhysX plug-ins have interesting feature – you can switch your simulation engine and feature set between two different PhysX SDK versions – SDK 2.8 (as in all previous plug-ins) and new SDK 3.0

However, in latest 2.61 PhysX plug-in for 3ds Max you can already enable PhysX SDK 3.0 mode, as suggested by opethism and further explained by Blake:

All you need is to add npx.UsePhysXPlugin(2) line to px_globals.ms file,

located at “\3ds Max 2012\stdplugs\stdscripts\(PhysX)“.

Final code should look like this:

fn PxInitializePlugin =
(
try ( nvpx.InitializePhysX listener )
catch ( format nvpxText.TXT_GLOBALS_WARN_NO_DLM; )
– create toolbar
nvpx.UsePhysXPlugin(2)
nvpx.CreateToolbar()
)

In this mode, one particular feature will be very usefull for PhysX developers – ability to export your scene in RepX format, currently only one serialization format supported in PhysX SDK 3.

Other than that, most simulation features are seems to be working (except for Viewer tool), but stability is not quaranteed.

Written by Zogrim

September 12th, 2011 at 8:13 pm

Posted in PhysX SDK, PhysX Tools

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New 2.61 PhysX plug-in released, supports 3ds Max 2012

with 41 comments

After multiple delays and postponements, NVIDIA has finally released updated version of PhysX plug-in for 3ds Max2.61.0906.0900

Update [20.09.2011]: updated PhysX plug-in 2.61.0916.1330 for 3ds Max is available (supports 3ds Max 2009-2012). This version includes bug fixes for several problems one may encounter, like crashes while using APEX Clothing functionality in 3ds Max 2012.

Update #2: 2.7 PhysX plug-in for 3ds Max released

New major 2.7 version of the PhysX plug-in is still in development, so this minor 2.6+ release is supposed to resolve compability issues with RayFire, and also add support for 3ds Max 2012. In this case, plug-in installs above default MassFX simulation tool, replacing it and providing additional features, like support for APEX Clothing (and if you’ll uninstall PhysX plug-in, MassFX will be restored).

No information yet on other fixes (since Release Notes are missing), but we were promised to recieve soon.

PhysX plug-in 2.61 for 3ds Max (2009, 2010, 2011, 2012 – 32-and 64-bit versions) and 3ds Max Design (2010, 2011, 2012 – 32-and 64-bit versions) is available for download at Developer Support Center.

You can find it in following section: [Online Support] -> [Downloads] -> [APEX] -> [APEX DCC Clothing Plugins].

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Update [20.09.2011]: In addition, new PhysX plug-in 2.61.0916.1700 for Maya was also released.

You can download 2.61 PhysX plug-in for Maya (Maya 2009 – 2012, 32-and 64-bit versions) at Developer Support Center.

Written by Zogrim

September 9th, 2011 at 4:07 am

Posted in PhysX Tools

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First screenshots showcasing GPU PhysX in Batman: Arkham City

with 3 comments

At Gamescom 2011,  Rocksteady Studios have released a new set of screenshots, featuring new “Mr. Freeze” foe, for higly-anticipated Batman: Arkham City. Previous game, Batman: Arkham Asylum, was one of the best titles with GPU PhysX support, and sequel is promised to support PhysX feature too, as well as DX11 and tesselation.

However, attentive user may notice that some of those screenshots are already containing GPU PhysX effects. Let’s take a closer look:

Description for this screenshot at GeForce.com states “Broken shards of ice will really pop out with PhysX enabled”. Looks similar to APEX Destruction effects we saw in other GPU PhysX games.

Read the rest of this entry »

Written by Zogrim

August 18th, 2011 at 5:33 pm

Posted in PhysX Games

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Metro: Last Light is going to support GPU PhysX ?

without comments

Metro: Last Light is a sequel to Metro 2033 – highly acclaimed survival-horror shooter, released in March 2010. In addition to decent atmospheric story and great visuals, Metro 2033 was also supporting GPU PhysX.

Update: Metro Last Light – GPU PhysX effects explored

Recent video interview with Huw Beynon, Communications Lead at THQ, reveals some details about PhysX effects (with emphasis on X) in new Metro: Last Light (starting 6:16).

Huge amount of particle effects“, cloth physics and destructible environments were mentioned. According to our other sources, namely GPU PhysX support (since CPU PhysX will be used in any case) in this title is highly plausible.

Lets hope that this time hardware PhysX content will be not that subtle, as in in previous game. Metro: Last Light is planned to be released in 2012.

Written by Zogrim

August 18th, 2011 at 1:52 pm

Posted in PhysX Games

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Siggraph 2011: The Latest Advances in NVIDIA PhysX and APEX Technology

with 2 comments

Autodesk has published a recorded video of a presentation – “The Latest Advances in NVIDIA PhysX / APEX Technology” – that was performed by Daniel Horowitz, engineering manager for PhysX dev. tools in NVIDIA,  at Siggraph 2011.

Update: MassFX: what is coming in future versions of 3ds Max

This presentation is covering such topics as design principles of PhysX and MassFX plug-ins, relationship between those tools, and is also giving an overview on APEX Clothing authoring process and upcoming features.

Some interesting facts:

  • APEX Destruction functionality will be added to PhysX plug-ins in the future. It was also mentioned, that it will be possible to use to use 3d party tools for fracturing (not only default solution in PhysXLab) and also tweak graphical and physical meshes separately.
  • Next release – PhysX plug-in 2.7 will support PhysX SDK 2.8.4, PhysX SDK 3.1 and APEX 1.1
  • APEX Softbodies module was mentioned.
  • Contact Layers feature (basically, collision filtering) will be added in 2.7 plug-in for Maya, and 2.x plug-in for 3ds Max.
  • Patner integration program. For example, PhysX based rigid bodies from Particle Flow plug-ins will be able to interact with MassFX rigid bodies.
  • mCloth module will be based on ClothFX plug-in from Size8Software, but it will fully interact with MassFX rigid bodies, ragdolls, atachments and so on (nice solution to keep PhysX cloth and APEX focused on clothing simulation for games only).

It was promised that new 2.7 PhysX plug-ins will arrive shortly, in a few weeks, so keep an eye on our website for a full review.

Written by Zogrim

August 13th, 2011 at 12:44 pm

AgPerfMon is coming back as NVIDIA Platform Analyzer.. but not for long

without comments

Developers, using PhysX SDK, should be familiar with AgPerfMon – event-logging and profiling tool for PhysX SDK based applications on Windows platform, originally developed by Ageia. We also have used AgPerfMon a lot, for example during our “Mafia II is not using GPU for PhysX Clothing simulation ?” investigation.

Recently, NVIDIA has released NVIDIA Platform Analyzer 1.1 (NPA) profiler, that is basically recompiled AgPerfMon tool, with some bug-fixes and enhanced interface.

However, according to our information, NV Platform Analyzer won’t live long – PhysX Visual Debugger will handle all profiling and debugging work for PhysX SDK 3.x (currently – only SDK 3.0), upcoming last version of PhysX SDK 2.8.x (probably, 2.8.5) and will support not only PC, but consoles as well.

NVIDIA Platform Analyzer 1.1 Downloads:

NPA x84

NPA x64

NPA Readme

Source: Geeks3D forums

Written by Zogrim

August 12th, 2011 at 11:50 pm

Posted in PhysX Tools

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