I'm using Julian Johnson's Neighbor Points Plus compound which allows
you to grab not only the neighbors but their neighbors as well which
gives a bit more stability to the simulation.
In the scene you see the light green dots are the neighbors that the
selected point is attached to and the maroon colored point across from
it is a point that it attaches to as well.
--------------------------------------------
Eric Thivierge
Technical Director
http://www.ethivierge.com
Cheers,
--------------------------------------------
Eric Thivierge
Technical Director
http://www.ethivierge.com
-sebastian
--------------------------------------------
Eric Thivierge
Technical Director
http://www.ethivierge.com
Although i haven't tried it with the built-in ICE nodes of 2011
(currently building my own PhysX ICE toolkit)
but it might give you a hint on what is happening
and BTW only Softbodies/Cloth/Fluids
and basic RBD are hardware accelerated,
the rest is done by the CPU
2010/4/13 Sebastian Kowalski <li...@sekow.com>:
and why is my cpu performing so bad? is the simulate rigid bodies node
singlethreaded?
thanks
sebastian
hardware softbodies are noticably faster
than cpu ones, though
2010/4/13 Sebastian Kowalski <li...@sekow.com>:
> arg, found it.
> and in soft i see physx > cpu . . . . .
> also on softbodies
2010/4/13 Ciaran Moloney <moloney...@gmail.com>:
> Someone correct me if I'm wrong, but non-ICE physx hardware acceleration was
> never supported. Only software AFAIK. I'm not sure about 2011, though...
>
> On Tue, Apr 13, 2010 at 12:48 PM, Sebastian Kowalski <li...@sekow.com> wrote:
>>
>> "or they forgot to enable Hardware solver switch"
>>
>> that would be bad.
>>
>> it doesnt matter what im doing, ice or non ice, rigid or softbodies..its
>> always physx on cpu.
>> but the crawling cpu performance is what gives cause for some serious
>> concern. got to do a full character with some hundreds colliding instances
>> on it. hoped to use ice for it.
>>
>> -sebastian
that would be bad.
it doesnt matter what im doing, ice or non ice, rigid or softbodies..its
always physx on cpu.
but the crawling cpu performance is what gives cause for some serious
concern. got to do a full character with some hundreds colliding
instances on it. hoped to use ice for it.
-sebastian
Am 13.04.2010 18:24, schrieb Nassos Yiannopoulos:
Am 13.04.2010 18:00, schrieb Sebastian Kowalski:
christian keller
visual effects|direction
+49 0179 69 36 248
chr...@gmx.de
Am 14.04.2010 09:04, schrieb Sebastian Kowalski:
> jep the 2011 version
Am 13.04.2010 19:15, schrieb Nassos Yiannopoulos: