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Tech & Research

New Flex GPU physics features

Dec 10, 2014 by CGP Staff
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The NVidia PhysX team has made available a video showing new developments in their real-time unified dynamics framework, including interaction between rigid bodies, cloth and particle-based smoke. More on NVidia’s website.

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Tobbe Olsson
10 years ago

I’ve seen lots of this over the past year or two from Nvidia and I really hope Autodesk puts it in Max. One could hope right?

nickolay411
10 years ago

Tobbe! I’m so with you. It’s actually the second most requested feature in the pflow category. First one I believe was multi threaded. So there’s a good chance 🙂 Com’on MAX TEAM! COM’ONNNNNNNNNNNNN.

nickolay411
10 years ago

side note as long as there isn’t a particle limit in the physx 3.4 sdk (FleX) you can easily take this real-time approach offline and scale it up to millions of particles.

I’m not sure if there is a CAP limit or not but someone told me the solver easily can scale to millions and its still very very fast.

Here’s the link if anyone wants to vote for it:

http://3dsmaxfeedback.autodesk.com/forums/80695-general-feature-requests/category/17445-particles-physics

MauricioPC
Reply to  nickolay411
10 years ago

Voted! 🙂

Juang3d
10 years ago

But Is there a plugin with such features? Because we’ve been seeing videos like this for ages, but there is no plugin for Max/Maya

Cheers.

Tobbe Olsson
Reply to  Juang3d
10 years ago

It’s available to game developers to put in their games. Hairworks is the first one to be in commercial games (Far Cry 4, and soon Witcher 3).

Juang3d
Reply to  Tobbe Olsson
10 years ago

I’m not talking about games, I’m talking about max and offline rendering.

Cheers

anusorn
10 years ago

maybe Max2050 have Pflow multi threaded

Maziar
Reply to  anusorn
10 years ago

Actually as far as I know Orbaz is working on that as we speak, as for how long it’ll take them Oleg(aka the particle god) only knows.

Maziar
10 years ago

What WE as the users can do right now is to go to that uservoice link and boost that request up as far as we can, but everything else aside it makes a lot of sense to implement this considering Physx is Max’s main physics engine… just imagine being able to so all of that with PFlow, instant brain orgasm, just imagine it if you don’t believe me. 😉

roger
10 years ago

Whoa! GRID-FREE fluids. Did everyone catch that?
Grid-free solves some problems but can create others.

chaos23
10 years ago

@nickolay411

You and I have talked about this before. You’d think it wouldn’t be TOO hard to fold into max since it uses the same PhysX? 🙂

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