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Archive for the ‘PhysXLab’ tag

PhysXLab 1.2.4 is released

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A little bit late, but PhysXLab 1.2.4 has arrived, finally.

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This version in compatible with APEX SDK 1.2.4 and includes several bug-fixes.

Update: PhysXLab 1.3, featuring PhysX SDK 3.3 and APEX 1.3 support, is now available at GameWorks Download Center

PhysXLab 1.2.4 – Release Notes

  • New Features
    • APEX 1.2.4 support.
    • PhysX SDK 3.2.4 support.
    • Smoothing groups preserved from imported mesh.
  • Bug-fixes
    • Fix for DCC/PhysXLab destructible import problem with multi meshes.
    • DE7941: UV-based cutout face selection tool re-enabled.
  • Misc. changes
    • GRB playground mode removed.
Downloads

PhysXLab 1.2.4 can be downloaded throught PhysX/APEX Registered Developer Program (our registration guide).

Written by Zogrim

October 17th, 2013 at 4:34 pm

Posted in PhysX Tools

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PhysXLab 1.2.3 includes minor bug-fixes

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New PhysXLab 1.2.3 was released by NVIDIA today.

Update: PhysXLab 1.2.4 is released

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Only several minor bug-fixes and updated PhysX/APEX SDK compatibility are included in 1.2.3 version.

PhysXLab 1.2.3 – Release Notes

  • New Features
    • APEX 1.2.3 support.
    • PhysX SDK 3.2.3 support.
    • Hull simplification.
  • Bug-fixes
    • DE7358: Bad APEX convex hull creation in 3.x.
    • DE7335: T-junction removal is causing crashes.
    • DE7104: Min Fracture Depth not being set in the exported APX if set in the playground.
Downloads

PhysXLab 1.2.3 can be downloaded at Developer Support Center (our registration guide) or throught PhysX/APEX Registered Developer Program (our registration guide).

Written by Zogrim

April 11th, 2013 at 1:35 am

Posted in PhysX Tools

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PhysXLab 1.2.2 is released

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Updated PhysXLab 1.2.2 release is now available for download.

Update: PhysXLab 1.2.3 is available

nvidia-physx

PhysXLab 1.2.2 includes some new features to comply with the APEX SDK 1.2.2 and also several bug-fixes.

PhysXLab 1.2.2 – Release Notes

  • New Features
    • APEX 1.2.2 support.
    • PhysX SDK 3.2.2 support.
    • Option to remove T-junctions (this will allow post-processing of the mesh, like deformation).
    • Improved multiple interior material functionality.
    • DCC Plugin support.
  • Bug-fixes
    • DE6504: UV Fracture will not refracture.
    • DE6805: Mesh disappears when using UV fracturing.
    • DE6664: In the playground simulating, system crashes on pressing F12 twice.
Downloads

PhysXLab 1.2.2 can be downloaded through Developer Support Center website.

If you are experiencing troubles with registration, please refer to our updated guide.

Written by Zogrim

February 11th, 2013 at 11:58 pm

Posted in PhysX Tools

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Updated PhysXLab 1.2.1 is up

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New PhysXLab 1.2.1 release is now available, offering support for PhysX SDK 3.2.1 and APEX SDK 1.2.1.

Update: PhysXLab 1.2.2 is released

Several new features, like ability to apply noise not only to back face, but also to interior faces in cutout mode are also present.

Detailed overview of other PhysXLab 1.2.x branch capabilities can be viewed here.

PhysXLab 1.2.1 – Release Notes

  • New Features
    • APEX 1.2.1 support.
    • PhysX SDK 3.2.1 support.
    • Ability to add noise to cutout faces.
    • Support for multiple interior materials.

Read the rest of this entry »

Written by Zogrim

November 3rd, 2012 at 2:19 pm

Posted in PhysX Tools

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PhysXLab 1.2 released, offers new fracturing options

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As part of massive update for APEX Toolset, NVIDIA has presented new PhysXLab 1.2 editor, compatible with APEX 1.2 release.

(click on the picture to enlarge)

Please note that destructible assets, created with PhysXLab 1.2, won’t be recognized by current UE3/UDK builds. Use 1.1 version instead.

Update: PhysXLab 1.2.1 is released.

Feature Highlights

Voronoi fracturing mode.

Being 3rd fracturing algorithm in PhysXLab, new Voronoi mode allows artist to devide objects into simplistic convex pieces.

Since convex physical meshes are natively supported in PhysX SDK, Voronoi fracturing results in less interpenetrations between chunks and, thus, more stable simulation.

So far, settings for this mode are very basic. One can only change number of chunks to be generated (from 2 to 1000) and variate their distribution with “random seed” option. Hierarchical Voronoi fracturing is not supported as well.

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Written by Zogrim

August 7th, 2012 at 2:03 am

Posted in PhysX Tools

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Updated PhysXLab tool for APEX 1.1

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Updated 1.1 Beta 3 version of PhysXLab, authoring tool for APEX Destruction module, is now available.

Update: PhysXLab 1.1 Beta 4 is available

Update #2: PhysXLab 1.2 is out

PhysXLab 1.1 is compatible with APEX 1.1 release.

Release Notes

  • New Features
    • [Beta 4] “Simulation settings changed” indicator in playground
    • Ability to export “Do Not Fracture” chunks as a single ApexRenderMesh.
    • Mesh texture visualization while in cutout mode.
    • Option to make the playground mesh transparent, so that the bomb widget may be manipulated more easily.
    • PhysXLab project file icon association.
    • Tutorial links in documentation.
    • Instanced chunk highlight options available together.
    • Updated release notes.
    • US7706: Visualization to distinguish non-instanced and instanced (but with 0 offset) chunks.

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Written by Zogrim

May 16th, 2012 at 9:42 pm

Posted in PhysX Tools

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More PhysXLab tutorials: Fracture Maps and Multi FBX import

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NVIDIA has uploaded new portion of video tutorials, covering various aspects of APEX Destruction authoring process using PhysXLab tool.

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

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Written by Zogrim

December 7th, 2011 at 11:17 pm

Posted in PhysX Tools

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PhysXLab 1.1 released with APEX 1.1 support

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NVIDIA has released PhysXLab 1.1 Beta – updated version of PhysXLab, standalone authoring application for APEX Destruction and APEX Particles modules.

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.

Release Notes:

  • APEX 1.1 support (PhysX SDK 2.8.4.6).
  • 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.

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Written by Zogrim

November 22nd, 2011 at 10:44 pm

Posted in PhysX Tools

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NVIDIA APEX 1.0 Beta is now available: Details

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NVIDIA has uploaded last piece of APEX Framework puzzle – actual APEX SDK component. Now, it is time to take detailed overview on APEX features and structure.

UPDATE: APEX SDK 1.1 is available.

So what is NVIDIA APEX ? APEX is multi-platform scalable developement framework, designed to reduce development time and costs when creating complex physics content.

APEX addresses following typical problems:

  • Significant programmer involvement is required to take a relatively abstract PhysX-SDK and create a lot of meaningful content.

APEX provides a high-level interface to artists and content developers. This reduces the need for programmer time, adds automatic physics behavior to familiar objects, and leverages multiple low-level PhysX-SDK features with a single easy-to-use authoring interface.

  • Game physics content typically gets designed to the game’s “min-spec” system.

APEX requires each functional module to provide one or more ways to “scale the content” when running on better-than-min-spec systems, and to do this without requiring a lot of extra work from the game developer (artist or programmer, but especially programmer).

  • Game engine performance limitations.

APEX avoids many of the game engine bottlenecks by allowing the designer to identify the physics that is important to the game logic, and what can be sent directly to the renderer, bypassing the fully generic path through the game engine.

It also allows the game engine to treat an APEX asset as a single game object, even though it may actually comprise many hundreds or even thousands of low-level physics components.

Authoring tools (DCC plug-ins for 3ds Max/Maya and standalone PhysXLab app) are used create and tune physics assets (for example, destructible wall) while runtime component (APEX SDK) is responsible for deserialization, LOD, data management and interaction with game engine. Accordingly, APEX SDK must be integrated with your engine before you’ll be able to use APEX assets.

Few facts about APEX 1.0 Beta:

  • APEX is not the replacement for PhysX SDK, nor the new version of it. It is a layer that sits on top of the PhysX SDK.
  • APEX 1.0 public Beta includes Clothing and Destruction modules (and partially – Particles module).
  • APEX is free for commercial and non-commercial use.
  • All necessary documentation and tutorials are included with APEX 1.0 package.
  • APEX supports PC, PS3 and Xbox 360 (with optimizations for consoles), and but only PC version is available for public currently.
  • APEX is based on latest PhysX SDK 2.8.4 and does not require PhysX System Software installation.

How to download APEX: Follow this guide and register PhysX Developer account.

Go to [Online Support] -> [Download]

  • [APEX] -> [APEX PhysX Lab Beta] -> NVIDIA APEX PhysX Lab-1.0.100.0 for PhysXLab (APEX Destruction authoring)
  • [APEX] -> [APEX DCC Clothing Plugins] -> [Max 2.60 beta] -> NVIDIA PhysX Plug-in 3dsMax20– x– WithAPEX 2.60.– for 3ds Max PhysX plug-in (APEX Clothing authoring, don’t forget to choose proper 3ds Max version)
  • [APEX] -> [APEX DCC Clothing Plugins] -> [Maya 2.6 beta] -> NVIDIA PhysX Plug-in Maya20– x– WithAPEX 2.60.– for Maya PhysX plug-in (APEX Clothing authoring, don’t forget to choose proper Maya version)
  • [APEX] -> [APEX SDK Beta] -> APEXSDK-1.0.39 beta-PhysX_2.8.4.5-WIN-VC9 for APEX SDK (game engine integration)

You don't need to download PhysX SDK, or PhysX System Software, or anything else.

Now let’s see what is included in APEX 1.0 public Beta package:

Read the rest of this entry »

Written by Zogrim

March 25th, 2011 at 3:02 am

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