Software > 3DS Max > Plugin News
BulletFX 3.0 – Granular Solver sneak peek
Jul 06, 2015 by CGP Staff
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AlphaVFX has posted two new videos previewing the granular solver that will be included in v3.0 of its GPU-accelerated, highly optimized version of the Bullet Physics library for 3DS Max. The Granular Solver can simulate granular effects such as sand and snow. According to the developer, the granular solver “is almost done and the fluids are coming together nicely”. Watch the videos on Vimeo: 20,000 grains–50,000 grains.
More information on BulletFX can be found on the plugin’s website.
More information on BulletFX can be found on the plugin’s website.
Source: AlphaVFX
Wow this plugin looks amazing! Ive been waiting for a granular solver for ages!
Really admire the work going into this, especially with this comment from them in the description in the second video:
“Development is coming along great getting alot done granular solver is almost done and the fluids are coming together nicely right know my main goal is to basically integrate everything houdini, maya and other packages have into 3dsmax for under $300.”
This guy deserves an award! I would rather use Max than Houdini Maya and others. AlphaVFX for Max president! 😛
Are these video examples just spheres falling? Any other videos that really show case a granular solver like the “Sandy” solver in realflow?
I’ll be posting some stuff show casing millions of grains soon.
Millions sounds interesting. What about the “Grain” behavior?
I have been following your updates regularly… I just love what i’m seeing :):)…I now plan to buy your tool within this week…but first i need to know a few things..
License
How is the license handled? I have an office where my main workstation is..but every now and then i use my laptop to continue work at home..can i use 1 license for both? as in “deactivate/reactivate on another pc”
Liquids
Up until recently my system units have always been inch even though we use a metric system where i am from..mainly because alotta years ago i read somewhere that max should stay in inches and then use DISPLAY Units to “convert” my units.. i only recently found out that that is not the case and that i should use Centimeters as my system Units…and its making more and more sense to me as we use do mostly architectural renderings and heavy character animation work.
I have always had a tough time simulating a simple glass of water with realflow and what not and interact with my characters because of this system units problem, i always had to scale up or down the sim in order for it to fit my “system units as inch” resulting in simulating more particles than i feel i need to.
How will your tool handle units? will we have scaling issues if a want to sim a river or a glass of water?
License: A license can be put on both its node locked.
Liquids: BulletFX liquids has its own scaling independent from 3dsmax. I’ve simulated glasses of water. I’ll be putting more videos displaying the solver.
You do realize BulletFX 3.0 isn’t out yet right? Its going to be out later this weekend.
thanks for developing these tools for max. its on the top of my buy list and looking forward to more demos from you.
Hi..
Yes I know its not out yet…but as you say…later this weekend..thats SWEET!!
All in all..as soon as its out and you show me/us the liquids..im pretty sure ill buy it.. 🙂
when you say node locked…do you mean that we can use 1 license even if its on the same network but not at the same time yes?
Now…about those millions of particles you promised to show ;)…
I mean node locked as in the same license can be put on 2 different computers.