Archive for the ‘64-bit’ tag
According to NVIDIA, new 188.8.131.52 PhysX SDK for Linux (both 32- and 64-bit versions) has passed QA process and is available for beta testing.
If you want to participate in beta program, you need to send your request to
(Provide a description on how are you planning to use the Linux SDK - number of beta testers is limited)
Long awaited event actually, cause after old 2.8.1. SDK many developers have thought that PhysX SDK for Linux was completely abandoned. From now on Linux SDK will be updated accordingly with PC versions.
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 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 beyond belief and the stability that you derive is unmatched by the old ShapeCollision or any PhysX simulation.
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 need way more accuracy 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!
However, it seems good grain of salt is needed here
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 Imposible to use Grouped objects. But the most needed features like dynamic simulation and Interactive demolition work fine.
Also, since Nvidia still didn’t release PhysX plugin for public, you will need to get it and install manually. You can get it here:
For first 1-2 weeks 1.49 beta will be available only for licensed users.
To get it, please email to me with request and I will add it in your customer area.
P.S. Do not uninstall older 32 bit RayFire versions.
Christmas present from Nvidia – new PhysX DCC plug-in for 3ds Max is now available officially.
Update: new PhysX plug-in v. 2.40 for 3ds Max
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 for creating and controlling the simulation.
- A modifier-based approach to match workflow in 3ds Max, with greatly improved artist interface to the options.
- A physical material system for using and adjusting physics properties on many objects at once.
- Convenient constraint presets for common workflows.
- Improved constraint visualization and performance.
- Convenient ragdolls, deriving collision volumes from a skinned mesh.
- Bake simulation results to keyframes for offline rendering.
- Super simple samples created by engineers and yours truly.
- New documentation rewritten from scratch.
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 not supported with this release. 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.)
New tools are available for download via Developer Support Center. If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.
Once approved and logged in – Plug-ins are located under “Online Support” -> “Downloads” Tab
Update: Plug-ins leaked – x86 version (Mirror #1; Mirror #2; Mirror #3) || x64 version (Mirror #1; Mirror #2; Mirror #3) – Source: CGPersia
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’ve managed to contact Oleg Bayborodin, PFlow developer, to recieve some commentaries:
“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.
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 “hack” PhysX 64-bit library to the NVIDIA’s one. Apparently, with larger RAM pool available, it’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.”
Taking advantage of PhysX simulation engine (included free, works with and without PhysX-enabled hardware), Box#2 Pro 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.
Box#2 Pro 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.
You can watch Box#2 demo video here