CGPress uses technology like cookies to analyse the number of visitors to our site and how it is navigated. We DO NOT sell or profit from your data beyond displaying inconspicuous adverts relevant to CG artists. It'd really help us out if you could accept the cookies, but of course we appreciate your choice not to share data.
The technical storage or access is strictly necessary for the legitimate purpose of enabling the use of a specific service explicitly requested by the subscriber or user, or for the sole purpose of carrying out the transmission of a communication over an electronic communications network.
The technical storage or access is necessary for the legitimate purpose of storing preferences that are not requested by the subscriber or user.
The technical storage or access that is used exclusively for statistical purposes.
The technical storage or access that is used exclusively for anonymous statistical purposes. Without a subpoena, voluntary compliance on the part of your Internet Service Provider, or additional records from a third party, information stored or retrieved for this purpose alone cannot usually be used to identify you.
The technical storage or access is required to create user profiles to send advertising, or to track the user on a website or across several websites for similar marketing purposes.
Not that I’m against this, but can they actually implement it in something? Year after year they show a “real-time vfx” demo but that’s all.
Game developers have some of these tools. Most developers can’t talk about it since it’s all under NDA but for an example, the fur/hair technology is being implemented into “Witcher 3” for some impressive looking creatures. PhysX cloth is being featured in many games at the moment. It will probably be a while before liquids (gaseous/solids) are put into games considering they are still pretty expensive although Capcom has implemented properly simulated fire/smoke into their Phanta Rei engine and they are using the effect in their upcoming game “Deep Down”.
I do wish someone, like Autodesk, would implement these features into 3ds Max if possible logistically. ILM showed us recently how much they’ve been able to speed up simulations using GPU accelerated gaseous liquids. I think PhysX hair looks quite good enough for CG as well.
@Tobbe
You hit the nail on the head. What I meant specifically, was implementing it into our 3d packages.
Could implementation come down to the Max Developers just going ahead and incorporating the NVidia code like the BiFrost folks saying it’s “simply” up to the Max team to drop it in? I use the term simply pretty loosely of course 🙂
I mean, Physx is in Max already so couldn’t be that big of a stretch to incorporate? Come on 2016!! 😉
@chaos This is the same thought I(I’m sure everyone else too) have every year when they show an improved PhysX demo.
first off it’s not Nvidias job to implement it. Its an sdk library. Anyone can implement it if they like. Wish AD would take a hint.
@nickolay411
Exactly! I’ll bring it up Gary and Eddie @ the NYC Max Usergroup meeting tomorrow unless they read this little thread first.
haha that’s cool do it chaos23