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Posted Thu Nov 14, 2013

Interviews

NVidia’s Miles Macklin on Flex GPU physics

5 Comments        

Miles Macklin, lead-developer of the Flex unified GPU physics system, discusses various subjects regarding its functionality and possible future plans. "Initially we’ll see FLEX in games, but I am particularly interested to see if we can apply it in offline graphics as well." Read the interview.

Comments

by thierry - November 15, 2013 10:24 am

yes !
i want that in my Max, now !

by nickolay - November 16, 2013 2:19 pm

agreed! +1 I am hoping this is why Adsk chose to go the nvidia physx route with 3dsmax…

by Anselm von Seherr-Thoss - November 17, 2013 11:40 am

Nitrous works like crap with changing topology and meta/blob meshes (1:13 e.g.). probably in max2022…

by Maziar Rud - November 17, 2013 5:06 pm

I really don’t think that Blob mesh’s horrible speed has much to do with the viewport considering how fast Frost works in the same viewport, and as for deformations they are a lot better in 2014, though FLEX is mainly a GPU accelerated effect anyway so it’s going to be hard to handle for the viewport no matter how fast it is, in the end your GPU will be the real factor for this one.

As for Physx, hopefully they’ll implement the latest version in the next release of Max, I’ve heard it’s much faster, not to mention the 2 way cloth interaction that MassFX currently lacks…

by spacefrog - November 18, 2013 1:33 am

Nitrous provides new mesh displaying algorithms to get used/implemented in the plugin core code to be speedy. Apparently when this code does’nt get updated, the legacy mesh display code is slow in nitrous. So it looks like the code in blobmesh did’nt recieve this update, hence this is slow.. Updating the code would’nt be rocket sience for developers somewhat familiar with those Max SDK changes . As far i remember the blobmesh source code is right their and available in the 3ds Max SDK sample code. Nobody dares to have a go on a code refactor and recompile ;-) ?

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