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	<title>PhysXInfo.com - PhysX News &#187; 64-bit</title>
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		<title>thinkingParticles R4 comes with 64-bit PhysX integration</title>
		<link>http://physxinfo.com/news/3190/thinkingparticles-r4-comes-with-64-bit-physx-integration/</link>
		<comments>http://physxinfo.com/news/3190/thinkingparticles-r4-comes-with-64-bit-physx-integration/#comments</comments>
		<pubDate>Fri, 04 Jun 2010 20:26:38 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[64-bit]]></category>
		<category><![CDATA[thinkingParticles]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=3190</guid>
		<description><![CDATA[Cebas has updated their fluid, rigid body and particle F/X simulation framework, knows as thinkingParticles to version R4.

In addition to other changes and enhancements, existing PhysX SDK integration is now using 64-bit PhysX solver.
Moreover, it seems now Cebas is more focused on their own rigid body solver called ShapeCollision 2:

The new ShapeCollision operator incorporates, for the [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Cebas has updated their fluid, rigid body and particle F/X simulation framework, knows as <strong>thinkingParticles</strong> to <a href="http://www.cebasstation.com/index.php?pid=news_next&amp;nid=364" target="_self">version R4</a>.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-3191" title="Bellagio-2" src="http://physxinfo.com/news/wp-content/uploads/2010/06/Bellagio-2.jpg" alt="" width="550" height="201" /></p>
<p style="text-align: justify;">In addition to <a href="http://www.cebasstation.com/index.php?pid=product&amp;prd_id=109&amp;feature=1082" target="_blank">other changes</a> and enhancements, existing <strong>PhysX SDK</strong> integration <a href="http://www.cebasstation.com/index.php?pid=product&amp;prd_id=109&amp;feature=1063" target="_blank"></a>is <a href="http://www.cebasstation.com/index.php?pid=product&amp;prd_id=109&amp;feature=1063" target="_blank">now using</a> <strong>64-bit PhysX</strong> solver.</p>
<p style="text-align: justify;">Moreover, it seems now Cebas is more focused on their own rigid body solver called <strong>ShapeCollision 2</strong>:</p>
<blockquote>
<p style="text-align: justify;">The new ShapeCollision operator incorporates, for the first time ever, true Multi-Core (CPU) support for most parts of its collision detection and overall solving. The accuracy of the solver has been enhanced <strong>beyond belief</strong> and the stability that you derive <strong>is unmatched</strong> by the old ShapeCollision or any PhysX simulation.</p>
<p style="text-align: justify;">Speed is always an issue in complex physics simulations, PhysX delivers already fast game quality physics but it is not good enough for the Hollywood style of effects, which <strong>need way more accuracy</strong> than PhysX can deliver. Thanks to a much more enhanced multi-core (CPU) support that SC has to offer, the simulation times can be reduced by a factor, as much as, 10 times when compared to the good old ShapeCollision!</p>
</blockquote>
<p style="text-align: justify;">However, it seems good grain of salt is needed here <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>RayFire 1.49 Beta with 64-bit PhysX support</title>
		<link>http://physxinfo.com/news/1624/rayfire-1-49-beta-with-64-bit-physx-support/</link>
		<comments>http://physxinfo.com/news/1624/rayfire-1-49-beta-with-64-bit-physx-support/#comments</comments>
		<pubDate>Fri, 15 Jan 2010 14:14:27 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[64-bit]]></category>
		<category><![CDATA[RayFire]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=1624</guid>
		<description><![CDATA[
Vadim Mir announced yesterday, that beta version of new RayFire Tool 1.49, built on 2.0 PhysX plug-in with 64-bit support, is ready to use. Details in quotes below:
Due to some new PhysX plugin restrictions some old features are not available atm, that is why it is 1.49 Beta. For now there is no Glueing and [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-526" title="rayfire" src="http://physxinfo.com/news/wp-content/uploads/2009/10/rayfire.jpg" alt="" width="390" height="115" /></p>
<p style="text-align: justify;">Vadim Mir announced yesterday, that beta version of new <strong>RayFire Tool 1.49</strong>, built on 2.0 PhysX plug-in with 64-bit support, is ready to use. Details in quotes below:</p>
<blockquote style="text-align: justify;"><p>Due to some new PhysX plugin restrictions some old features are not available atm, that is why it is 1.49 Beta. For now there is <strong>no Glueing</strong> and Imposible to use <strong>Grouped objects</strong>. But the most needed features like dynamic simulation and Interactive demolition work fine.</p>
<p>Also, since Nvidia still didn&#8217;t release PhysX plugin for public, you will need to get it and install manually. You can get it here:<br />
<a href="http://developer.nvidia.com/forums/index.php?showtopic=3990&amp;st=0&amp;start=0" target="_blank">http://developer.nvidia.com/forums/&#8230;90&amp;st=0&amp;start=0</a></p>
<p>For first 1-2 weeks 1.49 beta will be available <strong>only for licensed users</strong>.<br />
To get it, please email to me with request and I will add it in your customer area.</p>
<p>P.S. Do not uninstall older 32 bit RayFire versions.</p></blockquote>
<p>Source: <a href="http://forums.cgsociety.org/showpost.php?p=6297974&amp;postcount=1408" target="_blank">cgsociety.org</a></p>
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		<title>PhysX DCC plug-in v2.01 for 3ds Max now available !</title>
		<link>http://physxinfo.com/news/1205/physx-dcc-plug-in-2-01-for-3ds-max-now-available/</link>
		<comments>http://physxinfo.com/news/1205/physx-dcc-plug-in-2-01-for-3ds-max-now-available/#comments</comments>
		<pubDate>Thu, 24 Dec 2009 10:28:07 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[64-bit]]></category>
		<category><![CDATA[DCC]]></category>
		<category><![CDATA[plug-in]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=1205</guid>
		<description><![CDATA[Christmas present from Nvidia &#8211; new PhysX DCC plug-in for 3ds Max is now available officially.
Release Notes, thanks to Gavin Kistner:
This new plug-in has been rewritten from the ground up. A few highlights of the new release:

 Support for Max 2008, 2009, 2010 (and when available, 2011), 32-bit and 64-bit.
 A first-class toolbar and menu [...]]]></description>
			<content:encoded><![CDATA[<p>Christmas present from Nvidia &#8211; new PhysX DCC plug-in for 3ds Max is <strong>now available officially</strong>.</p>
<p><strong>Release Notes</strong>, thanks to Gavin Kistner:</p>
<blockquote style="text-align: justify;"><p>This new plug-in has been rewritten from the ground up. A few highlights of the new release:</p>
<ul>
<li> Support for Max <strong>2008, 2009, 2010</strong> (and when available, 2011), <strong>32-bit and 64-bit</strong>.</li>
<li> A first-class toolbar and menu for creating and controlling the simulation.</li>
<li> A modifier-based approach to match workflow in 3ds Max, with greatly improved artist interface to the options.</li>
<li> A physical material system for using and adjusting physics properties on many objects at once.</li>
<li> Convenient constraint presets for common workflows.</li>
<li> Improved constraint visualization and performance.</li>
<li> Convenient ragdolls, deriving collision volumes from a skinned mesh.</li>
<li> Bake simulation results to keyframes for offline rendering.</li>
<li> Super simple samples created by engineers and yours truly.</li>
<li> New documentation rewritten from scratch.</li>
</ul>
<p>This great progress comes at a slight cost, however. Some PhysX features available in the previous plug-in are not (yet) exposed on the new version. Fluids, cloth, force fields, and soft bodies are <strong>not supported with this release</strong>. As demanded and deemed important, we will be adding features and improving the plug-in for the next releases. (Look in particular for the inclusion of awesome APEX Clothing in an upcoming release.)</p></blockquote>
<p>New tools are available for download via <a href="http://devsupport.nvidia.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>. If you are experiencing trouble with registration of PhysX Developer account, please refer to <a href="http://physxinfo.com/news/901/how-to-register-developer-account-to-get-physx-sdk-access/" target="_blank">our registration guide</a>.</p>
<p style="text-align: justify;">Once approved and logged in &#8211; Plug-ins are located under<strong> &#8220;Online Support&#8221; -&gt; &#8220;Downloads&#8221;</strong> Tab</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-1211" title="plug-ins" src="http://physxinfo.com/news/wp-content/uploads/2009/12/plug-ins.jpg" alt="" width="603" height="215" /></p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update:</strong></span> <strong>Plug-ins leaked</strong> &#8211; <a href="http://sharebee.com/e31c5827" target="_blank">x86 version</a> (<a href="http://rapidshare.com/files/329368440/NVIDIA_PhysX_Plug-in_3dsMax_x86_2.01.1222.0945.msi.html" target="_blank">Mirror #1</a>; <a href="http://www.megaupload.com/?d=2NGGCHQE" target="_blank">Mirror #2</a>; <a href="http://depositfiles.com/files/aqy8izbdj " target="_blank">Mirror #3</a>) ||  <a href="http://sharebee.com/20f443a5" target="_blank">x64 version</a> (<a href="http://rapidshare.com/files/329364740/NVIDIA_PhysX_Plug-in_3dsMax_x64_2.01.1222.0945.msi.html" target="_blank">Mirror #1</a>; <a href="http://www.megaupload.com/?d=40B92J4M" target="_blank">Mirror #2</a>; <a href="http://depositfiles.com/files/76x0ee4yy" target="_blank">Mirror #3</a>) &#8211; Source: <a href="http://forum.cgpersia.com/f14/physx-dcc-2-0-max-finaly-incl-x64-4192/index2.html" target="_blank">CGPersia</a></p>
<p><span id="more-1205"></span></p>
<p style="text-align: justify;"><strong>Sample Screenshots:</strong></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2009/12/physx_plug-in_1.jpg"><img class="size-full wp-image-1229" title="physx_plug-in_1_sm" src="http://physxinfo.com/news/wp-content/uploads/2009/12/physx_plug-in_1_sm.jpg" alt="" width="300" height="201" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2009/12/physx_plug-in_2.jpg"><img class="size-full wp-image-1231" title="physx_plug-in_2_sm" src="http://physxinfo.com/news/wp-content/uploads/2009/12/physx_plug-in_2_sm.jpg" alt="" width="300" height="201" /></a></p>
<p style="text-align: center;"><a href="http://physxinfo.com/news/wp-content/uploads/2009/12/physx_plug-in_3.jpg"><img class="size-full wp-image-1236" title="physx_plug-in_3_sm" src="http://physxinfo.com/news/wp-content/uploads/2009/12/physx_plug-in_3_sm.jpg" alt="" width="300" height="200" /></a> <a href="http://physxinfo.com/news/wp-content/uploads/2009/12/physx_plug-in_4.jpg"><img class="size-full wp-image-1238" title="physx_plug-in_4_sm" src="http://physxinfo.com/news/wp-content/uploads/2009/12/physx_plug-in_4_sm.jpg" alt="" width="300" height="201" /></a></p>
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		<item>
		<title>Particle Flow Tools Box 2: now with true 64-bit PhysX</title>
		<link>http://physxinfo.com/news/639/particle-flow-tools-box-2-now-with-true-64-bit-physx/</link>
		<comments>http://physxinfo.com/news/639/particle-flow-tools-box-2-now-with-true-64-bit-physx/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 08:06:14 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[64-bit]]></category>
		<category><![CDATA[PFlow]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=639</guid>
		<description><![CDATA[
Orbaz Particle Flow Tools Box#2 Pro, PhysX SDK based plug-in for 3ds Max, was updated to version 1.05. Most important change in this release is native support for 64-bit versions of 3ds Max, that was achieved previously by custom wrapper around 32-bit PhysX SDK.
We&#8217;ve managed to contact Oleg Bayborodin, PFlow developer, to recieve some commentaries:
&#8220;1.05 [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-640" title="pflow_box2" src="http://physxinfo.com/news/wp-content/uploads/2009/10/pflow_box2.jpg" alt="pflow_box2" width="322" height="188" /></p>
<p style="text-align: justify;"><a href="http://www.orbaz.com/products/particleflow/box2/" target="_blank">Orbaz Particle Flow Tools Box#2 Pro</a>, PhysX SDK based plug-in for 3ds Max, was <a href="http://www.orbaz.com/forum/viewtopic.php?t=2513" target="_blank">updated to version 1.05</a>. Most important change in this release is <strong>native support for 64-bit versions of 3ds Max</strong>, that was achieved previously by custom wrapper around 32-bit PhysX SDK.</p>
<p style="text-align: left;">We&#8217;ve managed to contact <strong>Oleg Bayborodin</strong>, PFlow developer, to recieve some commentaries:</p>
<p style="text-align: justify;">&#8220;1.05 version of Box#2 Pro uses 64-bit PhysX SDK v.2.8.3. That allowed us to switch completely to native PhysX libs for both 32- and 64-bit versions.  The new version works without restrictions on 64-bit flavors of Win XP, Vista and Windows 7.  The update is not a beta, and it is available to all licensed users of Box#2 Pro.</p>
<p style="text-align: justify;">The overall switch to 64-bit PhysX SDK was very smooth since the plug-in problems related to 64-bit version were already taken care of during Box#2 beta. The only thing we did, is to switch from our &#8220;hack&#8221; PhysX 64-bit library to the NVIDIA&#8217;s one. Apparently, with larger RAM pool available, it&#8217;s possible to work with larger scenes. Please keep in mind that the new PhysX SDK did not remove the limitation of 64K simulation items per PhysX scene.&#8221;</p>
<p style="text-align: center;"><img class="size-full wp-image-645 alignnone" title="pflow_box2_2" src="http://physxinfo.com/news/wp-content/uploads/2009/10/pflow_box2_2.jpg" alt="pflow_box2_2" width="322" height="188" /></p>
<p style="text-align: justify;">Taking advantage of PhysX simulation engine (included free, works with and without PhysX-enabled hardware), <strong>Box#2 Pro</strong> provides operators and tests to replicate real-world effects such as natural and man-made forces, binding particles together and then breaking the bonds, collisions between particles and with other objects, and more.</p>
<p style="text-align: justify;"><strong>Box#2 Pro</strong> enables special-effects artists to fully harness the power of 3D software to create such effects as beaded curtains, chains, collapsing buildings, destructible environments, and much more.</p>
<p style="text-align: justify;">You can watch <strong>Box#2</strong> demo video <a href="http://www.orbaz.com/products/particleflow/box2/Box2ProDemoVideo.html" target="_blank">here</a></p>
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