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Re: new Physx

PostPosted: Tuesday, 08.July 2014, 06:11
by CybeREX
Guys, any news about PhysX 3 ?
Or all going to wacation to the sea))

Re: new Physx

PostPosted: Tuesday, 08.July 2014, 08:19
by ikam
vacation soon 8)

No real news yet, I'm doing some tries with particles and emitters.

Re: new Physx

PostPosted: Tuesday, 08.July 2014, 09:15
by Skinnytorus
Yeah... Vacation is coming ;). Can't wait to be able to spend more time with CG :).
ikam
I see you are working on a classic emitter, which is great. Are your latest commits usable?

Re: new Physx

PostPosted: Tuesday, 08.July 2014, 10:06
by ikam
Yes a classic emitter (without physx for now), and yes it works now :)
I'll post some examples today. good for star wars blasters ;)

Re: new Physx

PostPosted: Tuesday, 08.July 2014, 12:05
by Skinnytorus
Fantastic! I will check that this evening. Many thanks as always! :)

Re: new Physx

PostPosted: Tuesday, 08.July 2014, 15:32
by ikam
here RangeEmitter. (get latest version)

Re: new Physx

PostPosted: Tuesday, 08.July 2014, 18:41
by Skinnytorus
Yep. A very cool emitter! Take a look at the bugs I noticed after a short test and a suggestion on target pos.

Re: new Physx

PostPosted: Wednesday, 09.July 2014, 09:16
by CybeREX
Hi, I compile wz4 from PhysX branch on git hub, but when I open rangeEmitter.wz4
I have this
werkkzeug4.jpg

Re: new Physx

PostPosted: Wednesday, 09.July 2014, 09:30
by Skinnytorus
That's a wrong branch you have downloaded. Check this link instead: https://github.com/wzman/werkkzeug4CE/t ... _particles

Re: new Physx

PostPosted: Wednesday, 09.July 2014, 11:21
by CybeREX
Thx, I finally find out branch select in web gui =)
Nice tests!
And here is my little test

PS. Maybe add gpu calculation to the SPh simulator? For fluid scene?

Re: new Physx

PostPosted: Saturday, 12.July 2014, 09:37
by ikam
next physx feature in the upcoming PhysX SDK v3.4

https://developer.nvidia.com/physx-flex

https://www.youtube.com/watch?v=ktVmLJ5i4NY

I can't wait to get it inside wz :)

Re: new Physx

PostPosted: Saturday, 12.July 2014, 10:20
by Skinnytorus
Wow! Thanks! There are so many cool new features... And the new PARTICLES!!! :)
P.S. I hope you won't have to completely rewrite your particle mods for that to work ;)

Re: new Physx

PostPosted: Saturday, 12.July 2014, 11:12
by ikam
It's why I rewrote the physx operators. It's now really modular to easily add new features.

Re: new Physx

PostPosted: Tuesday, 15.July 2014, 11:32
by CybeREX
Just WOW with cloth and fluids.
Really nice features!!!

Re: new Physx

PostPosted: Monday, 21.July 2014, 14:13
by Skinnytorus
OK. Looks like we are going back to the new physx and partcles, right?
Some notes on the range emitter:
1) Emitter position is not animatable. A bug?
2) It emits particles constantly no matter if F6 is pressed or not, which is weird imho. It should at least obey play/stop controls.
3) Emission on/off switch would make life a bit easier.
So... What do you think?