Softimage Nvidia Flex
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Flex to Si
updated March 2023 — (from the zip's readme) Flex to Si is a connector to Flex (NVidia's hardware accelerated physics framework).
Not all flex features are enabled, only calculation of fluids and their collision
with static and dynamic geometry.
Installation : put in the same directory e.g. c:\Users\alex\Autodesk\Softimage_2015_R2-SP2\Application\Plugins\nt-x86-64\flextest\ Needs DirectX!!!
Configurable parameters include (see the archive readme for some more explanation): Fluid Mode, Max Particles, Substeps, NumIterations, Speed, Max Particle Speed, Fluid Resolution Multiplier, Fluid resolution, Collision distace, Rest offset, Shape collision margin, Particle collision margin, World Gravity, Adhesion Strength, Cohesion Force, Surface Tension, Viscosity, Vorticity, Dynamic Friction, Static Friction, Particle Friction, Drag, Lift, Damping, Static triangle mesh, Static SDF mesh, Kinematic substeps, Kinematic triangle mesh, Plane Null, Use Ground Plane.
local backup: flex_to_xsi_2.06_1_17_2023.zip
Installation : put in the same directory e.g. c:\Users\alex\Autodesk\Softimage_2015_R2-SP2\Application\Plugins\nt-x86-64\flextest\ Needs DirectX!!!
Configurable parameters include (see the archive readme for some more explanation): Fluid Mode, Max Particles, Substeps, NumIterations, Speed, Max Particle Speed, Fluid Resolution Multiplier, Fluid resolution, Collision distace, Rest offset, Shape collision margin, Particle collision margin, World Gravity, Adhesion Strength, Cohesion Force, Surface Tension, Viscosity, Vorticity, Dynamic Friction, Static Friction, Particle Friction, Drag, Lift, Damping, Static triangle mesh, Static SDF mesh, Kinematic substeps, Kinematic triangle mesh, Plane Null, Use Ground Plane.
local backup: flex_to_xsi_2.06_1_17_2023.zip
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Softimage Nvidia Flex
Softimage is not completly dead
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
Re: Softimage Nvidia Flex
considering the stale development on other platform, i doubt its going to be dead anytime soon.
The only software that is progressing is Houdini, the rest is the same as it was 5 years ago, and doesnt look like its going to change.
once you have a painting/sculpting/texturing program paired with softimage, you are set.
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Softimage Nvidia Flex
Completly agree with you
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
Re: Softimage Nvidia Flex
I must say this look really cool! Great job Pedro.
Do you have any plans on finish this and make it available?
Do you have any plans on finish this and make it available?
Re: Softimage Nvidia Flex
are there any news on this?
Re: Softimage Nvidia Flex
Hi Pedro!
Got any update on this?
If you don't want to develop it any further, would you consider open source it as is?
Thanks!
Got any update on this?
If you don't want to develop it any further, would you consider open source it as is?
Thanks!
Re: Softimage Nvidia Flex
Hi, I thought it's a spam post but it seems to be a Softimage Flex release, what is the status of it? anyone tested it yet?
softimage resources section updated Jan 5th 2024
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Softimage Nvidia Flex
It works
You have a sample scene inside
You have a sample scene inside
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Softimage Nvidia Flex
Automated translation of the included readme.txt (provided by DeepL)
Flex to Si is a connector to NV Flex. Not all features of the Flex are involved,
only to calculate the fluids and their conflict with static and dynamic geometry.
installation : place in a similar directory
c:\Users\alex\Autodesk\Softimage_2015_R2-SP2\Application\Plugins\nt-x86-64\flextest\.
Description of parameters.
1 Fluid Mode, If enabled, the solver calculates packets as fluids,
if it's off, then the pathicles are counted as sand. It's important. In order to make sure
When the mode is disabled, the Vorticity parameter should be set to 0.
2. Max Particles Number parameter is responsible for how much memory the video card will have
...has been put on the books. Approximately 1 gig is equal to a million packets +- 100k.
3. the substeps parameter is responsible for the number of substeps. These substeps...
are happening inside the solver, I can't influence anything there. When it comes to meaning.
over 1 fluid quality is noticeably better. It also helps if pathicles are seeped
through geometry.
4. NumIterations in some way look like Substeps.
5. Speed Fluid speed. Those are probably the number of substeps per unit of time. The more
the value is the slower the fluid.
6. Max Particle Speed Maximum particle velocity.
7. Fluid Resolution Multiplier. Patik size set in the emulator multiplied by this parameter.
and the resulting value is the real radius of the packets sent to the solver.
7.1 Fluid resolution Patik radius sent to solver.
7.2 Collision distace The distance that particles keep relative to shapes, please note,
that this distance must be greater than zero for a reliable collision with triangular grids.
7.3 Rest offset Distance between liquid particles separated by resting density,
should be within (0, radius], for liquids it should normally be 50-70% of mRadius,
for solids, it could just be the same as the particle radius.
8. Shape collision margin Increases the radius used to find contact with kinematic figures.
9. Particle collision margin Increases the radius used to search for neighbors, this is useful if expected,
that the particles will move significantly in one step to ensure..,
that the contacts will not be missed in subsequent iterations.
10. World Gravity Force of Gravity.
11. Adhesion Force of sticking to surfaces.
12. Cohesion Force of Adhesion to adjacent particles.
13. Surface Tension.
14. Viscosity Viscosity Viscosity.
15. Vorticity Swirl. Ideally should give more dynamics to the particles, keeping them calm.
In Fluid Mode = false, should be 0.
16. Dynamic Friction Dynamic particle friction.
17. Static Friction Static particle friction.
18. Particle_Friction The friction of particles among themselves.
19. Drag The resistance force applied to particles belonging to dynamic triangles,
is proportional to the speed^2 * area in the negative direction of speed. It's possible that this
the parameter is useless.
20. Lift The lift force applied to particles belonging to dynamic triangles,
is proportional to speed^2 * area in the direction perpendicular to speed and (if possible)
the parallel plane was normal. Perhaps this parameter is useless.
21. Damping Viscous resistance force, applies a force proportional to, and opposite to, the particle's velocity
22. Static triangle mesh static collision geometry. Initiated once at the beginning of the simulation.
23. Static SDF mesh Static collision geometry based on SDF (Signed distance fields). SDFs can be defined as
a dense voxel floating point data set. SDF works much faster than Static triple mesh,
but it's not always adequate to build. It is initiated once at the beginning of the simulation.
24. Kinematic Substeps Number of interferences of calculating the solver per 1 frame. The same is the interpolation of animated
of geometry. The larger the parameter, the more accurate the collision processing is, but also the longer the time to calculate the 1st frame.
25. Kinematic triangle mesh Dynamic collision geometry. Initiated in each frame. Calculation accuracy.
depends on Kinematic Substeps and Substeps.
26. Plane Null Name This port connects the Null object. Its coordinates and rotation determine the position and rotation of the object.
of land.
27. Use ground plane Use Plane Null Name
Stay safe, sane & healthy!
Re: Softimage Nvidia Flex
Small fix, it turned out that the initial velocity in the process where something has fallen off. Rewound it.
Flex_To_Si_2.05.zip https://yadi.sk/d/vieMKx-F4lLLsA
Flex_To_Si_2.05.zip https://yadi.sk/d/vieMKx-F4lLLsA
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Softimage Nvidia Flex
I have difficulties with English. I so understood that the download link does not work. Put it on Google drive.
Re: Softimage Nvidia Flex
checked -link to download working (скачать всё)
rray upload it to resources sections
rray upload it to resources sections
Re: Softimage Nvidia Flex
Unless something changed, for me it seemed to depend on browser ?
Re: Softimage Nvidia Flex
looks like there is an update to FlexToXsi (by mr_alca) Flex_To_Si_2.06
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