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KabooM-MassFx. CGITuts+ - Creating a Dynamic Wrecking Ball Simulation... (tut) Breaking Objects With MassFx + Fracture Voronoi [ Tuts+] Open 3ds Max.

(tut) Breaking Objects With MassFx + Fracture Voronoi [ Tuts+]

Go to Standard Primitives and create a ground plane with box. Create a pillar with box. Create a ball with sphere and put it in front of the pillar. Turn on Auto Key button. Go to the tenth frame and drag the ball through the pillar. Go to www.scriptspot.com and download Fracture Voronoi script. Save the script in the 3ds Max Scripts folder. In 3ds Max, go to Max Script > Run Script. It opens the Choose Editor file window. It opens the Fracture Voronoi script window. I have set the Nb parts as 10 since I want the pillar to be broken into ten different chunks. I have selected the Uniform color option as I want all the chunks in a same color.

Click on Break in 10 button. You can further break each broken piece into several more chunks. Go to Customize > Show UI > Show Floating Toolbar. It opens all floating toolbars. Drag and dock the MassFx Toolbar to the left side of the screen. APEX 1.3 released, features first iteration of real-time fracturing. APEX Turbulence. From PhysX Wiki APEX Turbulence (APEX T) is a part of the APEX toolset, that can be used to simulate smoke, dust and partices with fluid-like turbulent behaviour.

APEX Turbulence

Turbulence module is currently supporting PC (GPU only) platform. First public release - APEX Turbulence 1.2 as part of APEX SDK 1.2. Overview Eulerian fluid solver In comparison to more common SPH-like simulation systems, mostly used in GPU PhysX games, APEX Turbulence is using grid-based eulerian fluid solver to simulate high-resolution smoke and particle effects, affected by turbulent forces. In order to overcome traditional issue with eulerian fluid systems (simulation is confined to a finite domain), APEX Turbulence is combining moving simulation grids with fluid advected particles which are free to flow in and out of the Eulerian grid boundaries.

APEX & PhysX Tutorials. This page is home base for all of our PhysX and VisualFX tutorial and sample files.

APEX & PhysX Tutorials

After following these tutorials and working through the sample content, you should have a good foundation of how to author PhysX and VisualFX content. The knowledge contained here will provide you, the artist, with an expanded creative palette that allows for new creative freedoms to add new kinds of physical effects to your immersive projects. These tutorials demonstrate basic and advanced techniques that can be applied to your game production. PhysX Clothing 3dsMax The clothing tutorials for 3dsMax guide you through navigating the new UI components, setting up basic and advanced assets, and exporting to a game engine such as Unreal Engine 3.

(tut) APEX Turbulence. Massfx Toolkit $69.95- What is the Massfx Toolkit?

Massfx Toolkit $69.95-

The Massfx Toolkit is a scripted plugin that extends the capabilities of MassFX for 3dsmax. It supports 3dsMax 2014 and higher. You must have applied ALL Service Packs and/or Product Updates from Autodesk prior to installing the MassFX Toolkit. The MassFX Toolkit was born from a production environment to make setting up dynamics faster & easier while extended the features of MassFX beyond the native 3dsmax toolset NOTE: The MassFX Toolkit DOES NOT support any Altered version of PhysX. You must be using 3dsMax 2014 with the default MassFX ONLY!. PhysX Compatible Information The MassFX Toolkit is ONLY compatible with default 3dsMax 2014 installation (PhysX). What it's not. The MassFX Toolkit is not a dynamics engine. How is licensing handled? Each MassFX Toolkit license is tied down to one machine. How quickly can I get my license? You should have received your license within 48 hours, if not then please contact us.

Can I transfer my license to another machine? Massfx Toolkit Teaser. Download Center. NVIDIA® Nsight™ Application Development Environment for Heterogeneous Platforms, Visual Studio Edition brings GPU Computing into Microsoft Visual Studio.

Download Center

Build, debug, profile and trace heterogeneous compute and graphics applications using CUDA C/C++, OpenCL, DirectCompute, Vulkan, Direct3D, OpenGL, and Oculus. The version 5.2 release candidate 2 added features for virtual reality application developers, including Oculus SDK and OpenGL Multicast support as well as a dedicated VR Inspector view. Vulkan API support has been added and Direct3D 12 support has been extended. We introduced the Range Profiler as well as expanded compute and graphics debugging features, including support for long lived variables and the FP16 datatype with the Pascal GPU family.