PhysX Clothing lets artists quickly generate characters with dynamic clothing to create an ultra realistic interactive gaming experience. PhysX Clothing is artist focused and the authoring tool is intuitive and easy to use. This feature ensures that artists can quickly generate fully simulated and realistic clothing without an extensive knowledge of the underlying PhysX SDK. The DCC plugins, both 3ds Max and Maya, provide artists full control over clothing motion as well as other clothing parameters.
- Artist-focused tools to ensure turnkey solutions
- Full artist control over clothing settings and behavior
- Hybrid of simulated and skinned clothing
- Support for clothing constraints
- Support for Self-collision
- Ease of scalability for different gaming platforms
- Level of Detail control
- Support for single-layered cloth and thick clothing
PhysX Clothing Game/Demo Examples
Wushu Clothing Demo - GDC2013
Each Wushu character consists of roughly 10K simulated verts. Self-collision allows the use of multi-layered clothing and therefore enables the next generation of clothing simulation.
BioShock Infinite is a first-person shooter video game developed by Irrational Games, and published by 2K Games. The game is using PhysX Clothing for Elizabeth which helps to provide a more realistic character interaction for PC/Xbox360 and PS3.
Clothing in Batman Arkham City (and other clothing examples) - GDC2012
PhysX Clothing was used in Batman Arkham City for several characters (e.g. Bruce Wayne and several thugs and villains) as well as for numerous ambient cloth effects (e.g. ground debris like money, posters and paper).
Samaritan Demo (EPIC)
EPIC used PhysX Clothing for the trenchcoats of the UE3 Samaritan demo to ensure the clothing behaves much more realistic. In the video you can see the trenchcoat of the main character in a separate clothing map with even all the little buckles moving properly.
QQDance 2 is using PhysX Cloth to provide more realsim to their characters
Mafia 2 (2K Czech)
Mafia 2 is using PhysX Clothing for Vitoâ€™s trench coat and the jacket as well as some of the NPCâ€™s. Physically simulated clothing provides a much more immersive environment in the game especially since in this demo clothing even reacts based on the force fields created by the explosions.
Clothing Demo (CCP)
CCP integrated PhysX Clothing into their engine and used it for both clothing and hair simulation. The results, as seen in the video below, provide incredible evidence of what can be achieved using PhysX Clothing. The cloth and hair move based on secondary motion and provide a much higher degree of realism. In addition, the hair reacts properly when sliding the hand through it.
Hero Engine (Simutronics)
Simutronics integrated PhysX Clothing into HeroEngine, a Massive Multiplayer Online Game (MMOG) engine. Characters in MMOG games usually change direction rapidly (from one frame to the next), based on user input and when HeroEngine artists used PhysX Clothing to add physics to various clothing elements, none of the animations needed to be changed. The Level of Detail control empowered HeroEngine to use lots of characters onscreen simultaneously without performance degradation.