Archive for the ‘Clothing’ tag
NvCloth features fast and robust cloth simulation, offers efficient collision detection suitable for animated characters and provides low level interface with little overhead and easy integration.
Simulation can be executed on CPU, or CUDA/DX11 capable GPUs.
NvCloth 1.0 source code branch can be accessed at github.com/NVIDIAGameWorks/NvCloth.
Please Note that you’ll require an approved GitHub account, as described here.
Epic Games has announced, that their highly anticipated Unreal Engine 4 is now available for developers, with a very friendly licensing model (which even includes full C++ source code) – only $19 per month, plus 5% of gross revenue from any commercial product.
New major APEX SDK 1.3 release is now available for public download.
Update: APEX SDK 1.3.1 released
1.3 version is featuring support for newest PhysX SDK 3.3.0 and also includes variety of improvements and new features for APEX modules.
Please note that corresponding authoring tools are required – PhysXLab 1.3 and DCC plug-ins 3.0
|APEX SDK 1.3: Feature Highlights|
APEX 1.3 now features a single Legacy Module (APEX_Legacy).
In APEX 1.2 every module had its own legacy module. For example, if an application uses APEX clothing and destruction, in APEX 1.2 the application would need to load both APEX_Clothing_Legacy and APEX_Destructible_Legacy.
However, assets created with APEX 1.1 or 1.2 should “just work” with APEX 1.3. The application must load the legacy module, which contains all the code that allows APEX to automatically upgrade assets to the latest version.
APEX Destruction and APEX Clothing modules can now utilize Render Proxies.
The rendering of destructibles and cloth can now be managed by a new object that is independent of the actors themselves. By default you will not see a change, but you may detach this object from the actors, meaning that the render data will not get deleted when the actors are deleted. You may delete the renderable when you’re done with it.
This is useful for multi-threaded renderers which may have the render data queued up even after the destructible or clothing actor is deleted in the main thread.
Speaking of Destruction, so called Behaviour Groups functionality was added to authoring pipeline.
Some common parameters, such as damage threshold, damage spread, density, etc., are now contained in “Behavior Groups“. Every chunk references a behavior group by index, allowing the user to customize behaviors for different chunks within single asset.
NVIDIA has released APEX SDK 1.2.4, which contains several minor bug-fixes.
Update: APEX 1.2.5 available
This version is compatible with latest PhysX SDK 3.2.4
|APEX SDK 1.2.4 – Release Notes|
- APEX Framework 1.2.4
- EditorWidgets header files added to binary distributions.
- Added more asset previews for consistency.
- PS3 gcc support has been deprecated in APEX 1.2.4 in favor of SNC. The gcc version is still included but not supported.
- Fixed some allocations that were not going through the user-supplied allocator.
- APEX Destruction 1.2.4
- Fixed contacts not getting detected between PhysX bodies and destructibles when using GRB.
- APEX Clothing 1.2.4
- Fixed issues with teleport and reset.
- Fixed a crash in tangent computations.
- Fixed an issue where tangent results were different for skinned tangents.
- APEX Turbulence / Particles 1.2.4
- Fixed a rare condition issue due to improper scene locking with PhysX 3.2.x in turbulence.
- Fixed GPU memory leak with turbulence/convex collision.
- Fixed an LOD issue with ParticleIOS that could cause a crash.
However, due to its simplified nature, PhysX 3 cloth solver is also missing some features, such as tearing, two-way interaction with rigid bodies and self-collision support.
As the first step, updated version of the clothing solver, which will be introduced in PhysX SDK 3.3 and APEX Clothing 1.3 module, will include new self-collision algorithm, that will allow cloth to behave more naturally and also improve formation of folds and wrinkles.
In addition to self-collision, improved cloth solver also supports inter-collision between multiple cloth actors (take that, 2.8 cloth !) for qualitative simulation of complex multi-layered clothing.
For a note, full-body clothing assets, presented in the video, contain roughly ~ 10 000 simulated cloth vertices each and are running on GPU in real-time.
NVIDIA has released an updated version of APEX SDK.
Update: APEX SDK 1.2.4 is available
New version is compatible with latest PhysX SDK 3.2.3, and also includes a bunch of bug-fixes and some minor new features.
|APEX SDK 1.2.3 – Release Notes|
- APEX Framework 1.2.3
- NxResourceProvider is now case-insensitive by default. To get the old case-sensitive behavior, set resourceProviderIsCaseSensitive true in the NxApexSDKDesc.
- Fixed issues with re-entrant read locks.
- APEX Destruction 1.2.3
- GPU rigid bodies are no longer supported on pre-Fermi hardware.
- Added actor synchronization filtering by damage event depth and fracture event depth.
- Added NxDestructibleActor::setDeleteFracturedChunks() to tell a destructible actor to delete its fractured chunks instead of simulating them.
- Added NxUserDestructibleSyncHandler::onPreProcessReadBegin() and NxUserDestructibleSyncHandler::onPreProcessReadDone() callbacks.
- Edited NxUserDestructibleSyncHandler::onReadBegin() callback. Removed NxUserDestructibleSyncHandler::onSwizzleDone() callback.
- Added NxDestructibleActorSyncState struct. Edited NxDestructibleActor::setSyncParams() method.
- Edited NxDestructibleActor::setHitChunkTrackingParams() method.
- Added new NxDestructibleAssetStats: maxHullVertexCount, maxHullFaceCount, chunkWithMaxEdgeCount.
- NxDestructibleAsset::createDestructibleActor() renamed to NxDestructibleAsset::createDestructibleActorFromDeserializedState().
- NxDestructibleActor::getPartTM() renamed to NxDestructibleActor::getChunkTM().
- IExplicitHierarchicalMesh::IConvexHull::reduceHull function removes vertices from a convex hull until the given limits are reached (after cooking).
- Added both the destructible actor pointer and the chunk index to the NxApexPhysX3Interface::setContactReportFlags() callback when PhysX 3.x shapes are created.
APEX SDK 1.2.2 update is now available for download.
Update: APEX SDK 1.2.3 released
New release features PhysX SDK 3.2.2 support, includes a bunch of bug-fixes and several new interesting features, like the ability to calculate static stress for destructible objects.
Updated authoring tools will follow.
|APEX SDK 1.2.2 – Release Notes|
- APEX Framework 1.2.2
- APEX requires the use of the PhysX 3.x scene multiple-reader-single-writer lock to access both APEX and PhysX scene objects when using the PxSceneFlag::eREQUIRE_RW_LOCK flag. This allows the application using APEX to access PhysX objects from multiple threads.
- APEX Destruction 1.2.2
- Option to include use of stress solver in destructibles. The stress solver attempts to detect and break off chunks deemed to be overly-strained.
- Introduced a new parameter struct “StrutureSettings” in the destructible actor. Parameters that make up “StructureSettings” affect all actors’ settings structure-wide.
- New parameters “useStressSolver”, “stressSolverTimeDelay” and “stressSolverMassThreshold” introduced for the stress solver.
- Option to remove all T-junctions from a fractured mesh. This allows post-processing such as deformation to be applied (for example in a DCC tool).
- Ability to control the interior materials used when fracturing selected chunks.
- Ability to add noise to the perimeter faces of cutout chunks.
- APEX Clothing 1.2.2
- New ClothingMeshSkinningMap API to get mesh skinning information, so it can be done in the application.
- New API to add collision objects to a clothing actor. This can be used to implement collision with world objects.
However, current release does not include APEX Turbulence module (moreover, there are no plans to release Turbulence publically), and is still using 2.8.4 version of PhysX SDK.
- All APEX debug visualizations supported with “apexvis” command.
- Get APEX stats with “stat apex”.
- APEX Clothing
- New embedded PhysX 3 cloth solver (old/new solvers will be auto-selected depending on the clothing asset type).
- Local Space Simulation.
- Improved material mapping allows actors to override asset materials.
- Support for different number of LODS in clothing asset and skeletal mesh.
- Fix for displaying correct physical clothing LOD in AnimSetViewer.
- Improved DCC tools (2.86 PhysX plug-ins).
NVIDIA has revealed updated APEX SDK 1.2.1, which includes several new features, like GPU Rigid Bodies support for PhysX 3.x branch, and is compatible with latest PhysX SDK 3.2.1.
Update #2: APEX SDK 1.2.2 is available.
Updated authoring tools will follow soon.
Update: PhysXLab 1.2.1 is released.
|APEX SDK 1.2.1 – Release Notes|
- APEX Framework 1.2.1
- NxApexSphereShape getRadius/setRadius use PxF32 instead of PxVec3 to represent the radius.
- APEX Destruction 1.2.1
- Enabled GRB support with PhysX 3.2.1.
- Support multiple interior materials.
- Added hard sleeping option, which turns chunk islands kinematic when they sleep. They may be turned dynamic again if enough damage is applied.
- New sleepVelocityFrameDecayConstant parameter replaces sleepVelocitySmoothingFactor.
- Added edge face noise in cutout mode.
- Removed surface trace functionality (was used for old dust system).
- APEX Clothing 1.2.1
- Support for convex collision added to 3x clothing solver (only a total of 32 planes per clothing actor is supported).
- Self collision parameters moved to the ClothingMaterialLibrary NxParameterized interface.
- Fixed a Clothing Tool issue where the “Generate Tangent Space” button could generate several warning dialogs for certain older clothing assets.
New DCC PhysX plug-ins for 3ds Max (2.86.00806) and Maya (2.86.00820) are finishing the line of updated content creation tools, accompanying the APEX 1.2 release.
Update: 2.87 PhysX plug-in are released
One of the most import features of this new plug-ins is the introduction of the authoring pipeline for new PhysX 3 clothing solver (more details in our APEX 1.2 overview and this SIGGRAPH presentation), however, other improvements are present as well.
|2.86.00806 PhysX plug-in for 3ds Max: Release Notes|
3ds max plug-in is supporting both new embedded clothing solver (PhysX 3.x) and old 2.8.4 cloth – one can switch between the two using [PhysX Tools] > [Engine] > [Use PhysX engine] option.
Although basic principles of clothing authoring between two solvers are the same (painting cloth constraints and attributes, setting ragdoll skeleton, etc), lesser details and settings are quite different.
We are expecting updated tutorials on PhysX 3 clothing authoring process to be revealed soon.