Guess the picture, get the video

Posted by Ken Pimentel, 7 February 2012 7:00 pm

OK, so first of all, this is an experiment in teasing, if you can't have fun with it, then move on. I promise not to make a habit of this.

Here's the idea, give me your best interpretation of what this picture might represent, and if you get close, I'll insert the video. I don't think beta people can play this game as they know too much. I'm looking for a particular magic word to unlock this video.

Clue: it's going to make a whole lot more sense when you see the video sequence than a static picture 


We have a winner (update)!

OK, you guys really got into this and yes, several people said the magic word. Now you'll get the video. Please note, the video was an "over the shoulder" capture of something in the lab, it is not a professionally narrated piece. You're not supposed to be seeing this...

What is this?

From the designer:

This scene is a MassFX simulation that includes mRigids (using a new concave meshes option), mCloth objects, breakable Constraints, and mCloth tearable cloth. A lot of the scene geometry (all the stacks of logs) were stacked running separate simulations, just to get a nice realistic distribution, and then baked into their final positions.
The highlight of the simulation is the use of standard Max forces. The forces used include a spherical Gravity, two PBombs, and a Vortex field. These affect the rigid bodies, and mCloth, which not only reacts to the forces, but is also capable of respecting pinned verts and tearing under the influence of the force.

There is a PFlow system, but it’s a pretty standard particle system under the influence of some of these forces. The particles are not dynamic. The shattering windows were pre-shattered using a free script, and then the fragments were assigned as rigid bodies.

The render came from the free script PowerPreview (which uses the Nitrous viewport to render with). Looks nice because the Nitrous viewports were using all the nice bells and whistles… photometric lights, exposure control, realistic shading, shadows, AO, etc.



Posted 6 February 2012 8:10 pm

What's this?
Is this a new MassFX test? It looks like a MassFX + PBomb + Vortex forces.


Posted 6 February 2012 9:14 pm

Realtime fracturing?


Posted 6 February 2012 9:18 pm

Floating viewport? Dockable scene explorer?


Posted 6 February 2012 9:20 pm

Iterative iRay viewport?


Posted 6 February 2012 9:24 pm

Realtime that is.


Posted 6 February 2012 9:44 pm

Could be right ChangsooEun? Floating viewports? That would be awesome, especially on multiple displays. Saw a clue of this on the nitrous particle video ken posted at start of year.


Posted 6 February 2012 9:46 pm

on the left side is something like maya outliner for selecting objects, maybe viewport tear of function and some mass fx test


Posted 6 February 2012 9:55 pm

Aaaaaarrrrgh! I guess if it was focused and not so much jpeg artifacting.... It would give it away?! : )


Posted 6 February 2012 10:07 pm

Real time particle effects?

Posted 6 February 2012 10:38 pm

Quicksilver and real time particle effects.

Mike Owen

Posted 7 February 2012 12:12 am

Is it a session of 3dsMax that hasn't crashed for more than 1 hour?


Posted 7 February 2012 1:37 am

Particle Flow capabilities integrate it with unified physics system


Posted 7 February 2012 1:46 am

MassFX rigid bodies (you can say by modifier) + Forces


Posted 7 February 2012 1:55 am

Video Player? =)


Posted 7 February 2012 3:29 am

nitrous can preview Particle flow with Motionblur +Glow effect


Posted 7 February 2012 3:30 am

and nitrous can preview Particleflow with Illuminate material


Posted 7 February 2012 3:34 am

Hope is not only some render comparrison tool :-)

Royal Ghost

Posted 7 February 2012 4:19 am

Maybe it is "detached" viewport in independent window...


Posted 7 February 2012 4:27 am

everything i would say has been said and no video, so, lets look somewhere else.
is that a docked layer manager? perhaps an outliner like?


Posted 7 February 2012 4:47 am

Detachable window (you can see by the axis), with ActiveShade (iray?).
Also you can see the outliner on the left.


Posted 7 February 2012 4:49 am

lol, or maybe 3ds max integration in windows media player? :-D


Posted 7 February 2012 4:50 am

I know, A game engine in max?


Posted 7 February 2012 5:00 am

If its not a game then some type of realtime previz, where you can export the scene and then walk in it

Ken Pimentel

Posted 7 February 2012 5:04 am

Several of you guessed it. I'm just struggling to get the video uploaded with the right format. Seems Youtube is more picky about it these days.

Ken Pimentel

Posted 7 February 2012 5:31 am

OK, video is posted. Take another look.


Posted 7 February 2012 5:58 am

not detachable window :-( but anyway the physx looks nice, are the paper boxes deformed like soft body or it only looks like that?


Posted 7 February 2012 5:59 am

There are certanly particles and cloth


Posted 7 February 2012 6:32 am

A unified dynamics with MassFX and Particleflow ?


Posted 7 February 2012 7:29 am

tornado? magnetic forces?


Posted 7 February 2012 7:31 am

is this something to be in 2013?

static electricity?


Posted 7 February 2012 7:35 am

I know!!! I KNOW! IT'S LADY GA GA INSIDE THAT ORB ON THE WAY TO THE SUPER BOWL HALF-TIME SHOW! But she/it didn't make it obviously.


Posted 7 February 2012 8:03 am

Actualy Ken said that several people said the magic word... so it was written a few times before the Ken's comment... hmm


Posted 7 February 2012 8:40 am

After watching the video I think certain things can be eliminated that were guessed, but I guess we will find out when there is an announcement for a new release.

Floating Viewport/Game Engine: It appears to be a preview being played back in Ram Player. Which is why we see the viewport axis during playback.
Outliner/Layer Manager: The selection boxes on the side/bottom are Scene Explorers, and doesn't appear to show anything new there.
iray: doesn't show any rendering or scene manipulating.

Hopefully Ken doesn't get fired for showing us this so he can bring/leak more secrets to us. :-)

Ken Pimentel

Posted 7 February 2012 8:53 am

The person who created the video shared some secrets. I don't know what he's talking about, but maybe it might make some sense to some of you. I can't claim any of this is accurate or represents anything you might experience yourselves.

Ken Pimentel

Posted 7 February 2012 8:53 am

Look under the video for more information...


Posted 7 February 2012 10:46 am



Posted 7 February 2012 12:30 pm

Will MassFX have support for fluids any time soon ?
For example, one guy alone has implemented SPH PhysX Fluids node in Softimage, which runs with crazy speed on CPU/GPU, why can't Autodesk/Nvidia do that ?


Posted 7 February 2012 1:03 pm

If we are have a totally new unified physics system they must give us fluids at last, but don't hold your breath...
I expect fluids would be intergrated into Pflow, but in a true unified system Pflow and MassFX should interact, that would be brilliant.
I still miss Reactor. I know it could be clunky and awkward sometimes, but it was the most complete physics system Max has had out of the box to date, and could do some good things in the right hands.
I have been a critic of MassFX, but it was more a case of not liking that Reacor was dropped before MassFX was a complete replacement for it, beng RB only dynamics. Hopefully things are heading in the right direction with MassFX now. And I would welcome a brand new cmplete unified dynamics system. I just fear we will have a long wait untill it is complete.
Of course Ken and the others will be tight lipped about what we will get and when.


Posted 7 February 2012 1:14 pm

Is that a w700 Lenovo Laptop? I recognize my baby anywhere!


Posted 7 February 2012 1:16 pm

A few thing about SPH PhysX Fluids

1) As you said, he is "implementing". It means he is just building a bridge between library and users. It is not a difficult to make "a" bridge, but making a good bridge is a very difficult task.

2) It may looks good as a demo, but would it be usable in production? There is a reason why people paying los of money for NAIAD.


Posted 7 February 2012 2:04 pm

For those interested in mCloth, there was a Physx Video that towards the end shows and the developer briefly talks about mCloth research:

On the topic of fluids, I think we need a unified system to have something to implement fluids into. However, you also need a system for rendering the fluids, which simulating the fluids mean nothing without being able to render them. I hope they build the foundation up so adding stuff like fluids will be possible, and it would be ever better if there was a way for 3rd parties to tie into the systems. Sine there are multiple fluid systems for 3ds max already, I think we should let the devs focus on problems that need to be handled internally.



Posted 7 February 2012 2:22 pm

@PiXeL_MoNKeY, Improved blob mesh could be a solution,
of course integrating Frost will be a better solution, but anyway )


Posted 7 February 2012 7:28 pm

re:"@PiXeL_MoNKeY, Improved blob mesh could be a solution"

Partially, for liquids only. You would still not have rendering needed for fire/smoke, or mixing of liquids, or mixing of liquids and smoke/fire, etc. It is a problem that requires multiple items to be addressed. One at the data generation/simulation level and the other at the rendering side. Then there is a question of caching data, etc, etc, etc. All of it needs proper investment into the development to ensure they can scale to production levels, or we just end up with something only valid for technical demos.



Posted 10 February 2012 3:13 am

I didnt think anything worked with Nitrous ? seems most people turn it off according to the forums so...
about time we got decent physics though.

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