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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 05 Apr 2012, 12:05 
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Joined: 22 Nov 2011, 00:00
Posts: 23
Great! Thanks for the help druitre, will test asap :)


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 11 Apr 2012, 10:41 
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Joined: 10 Aug 2011, 12:35
Posts: 93
Location: Kharkov, Ukraine
"not more than one instance is allowed"
It happens because of physx design, it doesnt allow me use more than one physx's world per application ( app = one xsi.exe ). There is a workaround of course, I can add px world as a custom property to the root of the xsi scene, and thereafter use several emitters ( several pclouds ) as different fluid systems inside of physx scene, but it could slow down speed too much and of course memory consumption will be much higher ( and I am not sure that these fluid systems will collide with each other ). I think the best way is to use one point cloud and ICE states to separate particles from different emitters. But I need to do more tests.


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 11 Apr 2012, 10:47 
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Joined: 22 Nov 2011, 00:00
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Ok.. Hide pointclouds, Kill them, and then undo works good enough for me now :)

It seems the collision is very picky when not having "use ground" checked.. Any reason why that is? If I fill a box hovering over the ground, particles have a tendancy to go through the walls, but placing it on the ground its way more stable. Anyway, Im still exploring the possibilities, but sofar its been very pleasant to work with :)


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 08 Jun 2012, 18:18 
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Joined: 25 Jun 2009, 23:35
Posts: 238
Hello Mr Core. Sort of a bump here... I've been using the plugins without any problem (besides the ones that you have explained about, limitations ect) on several gtx systems (270, 460, 560).



(By the way, this is just OGL particles. I tried emPolygonizer3 but to get a convincing mesh I'd have to use extremely high resolutions and it actually didn't make it look much better. I did use a mesh to get motionvectors for reelsmart motionblur in After Effects though, that works well although its kind of convoluted.)

Of course I'm going to ask how is current status of development - is there any? But also, I just upgraded my system to one with a GTX 670. I haven't been able to get the plugins to work on this system, I get error messages stating that the plugin can't be activated:


// INFO : Cleared PhysX World!
// ERROR : 2387 - This ICENode plug-in raised an exception:
// <Node: Px_SimualteSph>
// <Path: G:\Waterfall_FX WorkGroup\Application\Plugins\bin\nt-x86-64\WaterfallFX.dll>
//
// ERROR : 2389 - This custom ICENode is in an invalid state and will stop evaluating:
// <Node: Px_SimualteSph>
// <Path: G:\Waterfall_FX WorkGroup\Application\Plugins\bin\nt-x86-64\WaterfallFX.dll>
//
PlayForwards();

Can anyone confirm if the plugins run at all on gtx670's? My microsoft c++ is newer than the one linked in your initial post and it won't let itself be downgraded, could that be the cause?

Jasper


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 14 Jun 2012, 22:57 
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Joined: 10 Aug 2011, 12:35
Posts: 93
Location: Kharkov, Ukraine
Hi,
sorry for delay, just now I have got my gtx 670. It's requires an updated physx lib ( I used 3.2 beta2, and kepler needs 3.2 final, which also includes dynamic triangle ( actual ) support ), I did some little test, here is results:
Image
max particles count is around 4.1M and mem consumption is about 1.5GB on these settings. Fps is around 0.5 - 0.3


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 14 Jun 2012, 23:17 
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Joined: 25 Nov 2010, 19:23
Posts: 770
Location: Edmonton, Canada
Great to see you're back on this! It's one of the most promising projects yet. :-bd

_________________
WWII Aviation Art - Softimage Style! - http://www.actionart.ca


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 15 Jun 2012, 07:46 
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Joined: 22 Nov 2011, 00:00
Posts: 23
Wow 4 million particles :) Now that sounds wonderful! With a Geforce680, that would bring it up to almost 10,5 million particles! Great to see that your still working on the project! I enjoyed it very much sofar.

Hows the speed compared to 5xx series?


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 15 Jun 2012, 11:44 
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Joined: 25 Jun 2009, 23:35
Posts: 238
Hello Oleg,

great to see it's working and welcome to the gtx670-club :ymparty: . Does the update for the PhysX lib mean you have to release a new version of the compounds? Or do I have to replace the dll's with a newer version from somewhere else?


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 25 Jun 2012, 11:58 
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Joined: 25 Jun 2009, 23:35
Posts: 238
Hi Mr Core,

I've tried locating this physx final 3.2 library but no success... can you explain to me what I need to do to get the compounds to work on my gtx670?

2013SP1 gives the same result as 2013, btw ('the custom ICE node is in an invalid state and will stop evaluating' when I run sim with GPU checked.)

thanks,
Jasper


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 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 25 Jun 2012, 19:37 
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Joined: 10 Aug 2011, 12:35
Posts: 93
Location: Kharkov, Ukraine
Hi Jasper,
Sorry for no response, I am very busy at this moment because of soon Implosia update, I will back to px as soon as we released new Implosia build.
By "px libs" I meant the SDK libs which are required for compilation a custom node with physx support
regards,
Oleg


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