View Full Version : RayFire Tool
ChrisBore 09-21-2009, 09:42 AM Hey guys, a few tests I've been playing with over the last couple of weeks.
http://www.chrisborefx.com/stuff/RayfireTests.mp4 (mp4, ~ 4mb)
Cheers
Chris
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ThallDesign
09-21-2009, 11:59 AM
Hey guys, a few tests I've been playing with over the last couple of weeks.
http://www.chrisborefx.com/stuff/RayfireTests.mp4 (mp4, ~ 4mb)
Cheers
Chris
Chris, that's EXACTLY what I was trying to achieve in my previous post about smashing through a concrete pillar. Your results are fantastic, how did you set up your scene?
I'm talking about the one where a box impacts several cylinders in a row.
EDIT: It looks like you set your smashing object as unyielding, and then animated it through the cylinders, but how did you prevent your object from intersecting with the cylinder chunks as it moved through them? That's my issue, as soon as an unyielding object moves through (intersects) an impact object, the impact object just falls through the rest of my unyielding objects such as the floor. You got past this, as I can see chunks sitting on top of your smashing object, and cleanly getting pushed out of the way.
Any insight you could give would be great!
Hey guys, a few tests I've been playing with over the last couple of weeks.
http://www.chrisborefx.com/stuff/RayfireTests.mp4 (mp4, ~ 4mb)
Cheers
Chris
awesome tests dude! I particularly liked the column smash as well.
ChrisBore
09-21-2009, 01:18 PM
Cheers Guys,
Thal you're correct, the box is a unyielding object, but is also defined as geo in the physx tab too so it contributes to the interactive demolition.
before sim each column is fractured into around 7 - 10 objects (can't remember exactly), the option to deactivate static geo is enabled as well as activate by geo. then have interactive demolition enables, with the global hardness turned down quite low, this way as the larger initial frags get hit they split into smaller peices before they get a chance to interpenetrate, I also had the time scale down alot too - around .25 if I remember correctly.
I'm working on a new version of this at the moment, I'll post up when its ready.
Chris
ivanisavich
09-21-2009, 02:04 PM
Checked it out, its awesome and quite handy. Only problem is that much of the generated geometry is intersecting and not sitting at the same levels so it just bounces like crazy. This was from like a 15 minute test so maybe you guys will have different results. Bottom line, it's an AWESOME plugin!
Yea, I'd have to modify the script quite a bit to have it generate clean geometry for physics sims like rayfire.
mir-vadim
09-21-2009, 02:28 PM
Hah, yeah, I guess that will be a nice combo in max . :)
Click a button to build house and click another one to demolish it.
to Tyson: let me know if you need any help in generating clean geometry for dynamic, will be glad to help. :)
ivanisavich
09-21-2009, 02:30 PM
Thanks man :)
I take it that the main thing is that no objects can be intersecting?
Can faces of an object intersect? Or just not multiple objects? I've never used rayfire so I don't know how it breaks up the geometry.
mir-vadim
09-21-2009, 02:47 PM
Well, yeah, the first and main rule is that objects should not intrpenetrate with each other.
Also, objects should be separated from each other logically.
Another super awesome feature can be that your script also will create inner walls, floors, doors, tables, chairs and other shit. For that a LOT of people will say to You Thanks. :)
Would be cool if your script will automatically set RayFire's custom material, physical and fragmentation properties which RayFire uses. So users will not do this each time.
That can be implemented very quickly and easily. Let me know if you interested and I will PM you with all info.
I think that can be a big advantage for your script if it will be able to create buildings ready for demolition. :)
Didn't tested your script yet, but will do this pretty soon for sure. :)
ivanisavich
09-21-2009, 02:53 PM
Well, yeah, the first and main rule is that objects should not intrpenetrate with each other.
Also, objects should be separated from each other logically.
Another super awesome feature can be that your script also will create inner walls, floors, doors, tables, chairs and other shit. For that a LOT of people will say to You Thanks. :)
Would be cool if your script will automatically set RayFire's custom material, physical and fragmentation properties which RayFire uses. So users will not do this each time.
That can be implemented very quickly and easily. Let me know if you interested and I will PM you with all info.
I think that can be a big advantage for your script if it will be able to create buildings ready for demolition. :)
Didn't tested your script yet, but will do this pretty soon for sure. :)
Ok thanks man :)
ThallDesign
09-21-2009, 04:35 PM
Thal you're correct, the box is a unyielding object, but is also defined as geo in the physx tab too so it contributes to the interactive demolition.
When you added the box to the PhysX influence list, did you just add the same box that hits the wall, or did you do the duplicate+enlarge+parent, then use that parent object?
Hristo uses that method in his tutorial but I've never noticed a huge difference just making the object itself the PhysX infleunce, as opposed to using an enlarged version as sort of a "shell" to activate.
I gotta get back into Max, but I just bought a Steadicam the other day... so much to practice, so little life...
PS: Once your updated version is done, could you post the .max file for the original sim you posted? The Cylinder breaking one preferably. I learn so much from tearing apart other people's projects, but it's understandable some people are protective of their workflow or methods.
ChrisBore
09-21-2009, 05:00 PM
yeah it was the same box.
I think the way Hristo did it was with a completely pre-fragged wall, so the enlarged influence obj is needed to effect more objects in the surrounding areas. Wheres I Pre-fragged mine into really big chunks (like 5- 8 per column) so I get more area effected by the smaller influence obj then Interactive demo takes care of the rest - Like most things there's a few ways to get very similar results.
I'll post a stripped down file later in the week.
Chris
PexElroy
09-21-2009, 05:59 PM
@ Chris - sweet examples. This works well. I will post an example of this soon.
@ ivanisavich - those script changes would be great; more "RF friendly".
I also do this same method, but also link a spherical Wind Force on the animated Unyielding object, and have that also affect the object. When (new) RF bombs can demolish and break objects in a range, this might be easier.
The minor problem with this is, that we can see the fragments change the surface of the object in render, and if the camera is near it. A normal trick around this is to use the original model, then 1 frame before it breaks, hide the original & unhide the fragments that have keys.
flossyrobinson
09-21-2009, 06:11 PM
em3 that is great you got it into unreal! I know this is off topic but did you have to link dummies to all the bits and export as .psk/.psa? Looks really cool! I need to try this plugin...
em3 that is great you got it into unreal! I know this is off topic but did you have to link dummies to all the bits and export as .psk/.psa? Looks really cool! I need to try this plugin...
yes, basically I had to copy each piece and skin it back to itself as a bone then export as psk. Problem is, Unreal Ed doesn't like any skeletal meshes over say 300ish bones so it has to come in in chunks. /off topic
;)
Mir, a "group fragments" check box would be handy in the fragmentation options. :)
also I create what I thought was a RF friendly setup in this script but the whole thing kind of jumps when I simulate it. Can you run it and tell me why?
Box name:"Outer2" lengthsegs:1 widthsegs:2 heightsegs:2 length:8 width:512 height:256 mapcoords:on realWorldMapSize:off
Box name:"Dave2" lengthsegs:1 widthsegs:2 heightsegs:2 length:8 width:244 height:256 mapcoords:on realWorldMapSize:off
--Box name:"base" lengthsegs:1 widthsegs:2 heightsegs:2 length:2048 width:2048 height:-8 mapcoords:on realWorldMapSize:off
select $Dave2
rotate $(angleaxis 90 [0,0,1])
$.lengthsegs = 2
move $ [0,-126,0]
dave3=copy $Outer2 position: [0,-252,0]
dave3=copy $Outer2 position: [0,-504,0]
dave3=copy $Dave2 position: [0,-378,0]
dave3=copy $Outer03 name: "outer4" position: [-260,-252,0]
rotate $outer4(angleaxis 90 [0,0,1])
dave3=copy $outer4 name: "outer5" position: [260,-252,0]
mir-vadim
09-23-2009, 12:29 PM
Just run your script and simulated using PhysX.
Everything works fine.
Thanks Mir. Something got funky and I had to reboot. Should have done that first.
Here is something interesting that relates to an earlier question. When smashing through prefragmented geometry, if your impact object is bouncing off of the fragmented object, try slowing it down. This is working for me.
mmoses00
09-23-2009, 05:30 PM
to ivanisavich and Mir,
Go! GO! GO!
This could be a completely NUTS combination! Building generator/Destroyer.
Matt
PsychoSilence
09-23-2009, 06:29 PM
to ivanisavich and Mir,
Go! GO! GO!
This could be a completely NUTS combination! Building generator/Destroyer.
Matt
thats gonna be the ultimate pre-viz tool for catastropic movies :D unfortunately a year too late for the 2012 guys but u never know when the next "we all gonna die...eventully-movie" comes out :)
kind regards,
Anselm
PexElroy
09-23-2009, 07:24 PM
General setup for a structural impact; max 2008 file (http://www.areagrey.com/other/rf_013_03.zip).
Some work would be needed to hide the pre-fragment edges.
http://www.areagrey.com/other/fw04.jpg (http://www.areagrey.com/other/fw04.html)
jimmy4d
09-24-2009, 12:48 AM
to ivanisavich and Mir,
Go! GO! GO!
This could be a completely NUTS combination! Building generator/Destroyer.
Matt
OH ya this could be sweet I agree mate..............hey tyson dude put in a script that sets all the geo apart by whatever that would be a start...........Go boys.
Thanks Rob ..............your the man........
jdrouse
09-24-2009, 01:44 AM
ahhh. nice breakage Chris! Why does a clay + AO render of fractures look so damn fine?
tool2heal
09-24-2009, 04:26 AM
A slightly different approach to the standard column destruction.
Column is prefragmented into roughly 10 or so pieces.
those pieces are then moved into the inactive object list.
the ground and box/wing are both put into the unyeilding list and interactive demolishion is turned on.
and the wing is also put into the physx activation list.
i do it this way because as the box activates the fragments the elasticity pushes all of them slightly together and you get the top piece to also fall instead of having to manually activate it using the shift+mouse trick.
many other settings can be changed, but I usually go the route of moving the fragments to the inactive list. just make sure to tick the Affect on inactive boxes or it wont work.
here's a file to look at that i made sure not to sim so you can see it before and then sim and see outcome.
(max 2009)
http://rapidshare.com/files/284197443/columnBreak_03.max.html
sorry all i got is rapidshare.
jimmy4d
09-24-2009, 01:11 PM
Thanks for the file jason.....really cool of ya mate.
I took tyson's building generator and tried to do something with it.....haha.........just playing.....
http://www.3dglove.com/09/BUILD_RF_2.avi
Wicked
09-24-2009, 01:40 PM
@ tool2heal
Thanx for sharing. However, there are some things that need to be done before running the sim.
- the column frags need to be in the Impact list
- the box needs to be an "Deformable Unyielding"
Been strugling with this kind of effect the past few days. Eventually got it working. The key is to tick on "Deformable Unyielding". To be found by: "Options -> Open Custom Properties Rollout -> ... ". I am actually quite surprised this isn't mentioned before. Even though people kept asking how this kind of effect was achieved.
Anyway, got it working! :buttrock:
@ jimmy4d
Nice! Been busy with this combination to (building creator/demolisher :D). But strange things happened.. Therefore no preview available :P
Wil blow up a building soon though.
updated script for a basic RF friendly structure (for test)
Box name:"Outer01" length:16 width:512 height:256 pos:[0,256,0]
Box name:"Outer02" length:16 width:512 height:256 pos:[0,-256,0]
Box name:"InnerMid01" length:4 width:254 height:120 pos:[-129,0,0]
Box name:"InnerMid02" length:4 width:254 height:120 pos:[129,0,0]
Box name:"InnerMidLong01" length:496 width:4 height:120 pos:[0,0,0]
Box name:"Floor01" length:496 width:512 height:8 pos:[0,0,120]
Box name:"Outer03" length:528 width:16 height:256 pos:[264,0,0]
Box name:"Outer04" length:528 width:16 height:256 pos:[-264,0,0]
Box name:"InnerMid01_Upper" length:4 width:254 height:120 pos:[-129,0,128]
Box name:"InnerMid02_Upper" length:4 width:254 height:120 pos:[129,0,128]
Box name:"InnerMidLong01_Upper" length:496 width:4 height:120 pos:[0,0,128]
Box name:"Floor01__Upper" length:496 width:512 height:8 pos:[0,0,248]
Box name:"Base" length:2048 width:2048 height:-8 pos:[0,0,0]
PexElroy
09-25-2009, 06:45 AM
General setup for a localized impact or blast. max 2008 file (http://www.areagrey.com/other/fw_v07d.zip).
Increase Depth level for additional debris, and this also prevents the dreaded "bounce back".
With more objects and keyframes, multiple impacts/blasts can occur.
By animating the object where you want the impact, it can localize it. :twisted:
http://www.areagrey.com/other/fw05.jpg (http://www.areagrey.com/other/fw05.html)
jimmy4d
09-25-2009, 01:04 PM
Robert......sweet man thanks......downloading.......playwith and post later......
"Increase Depth level for additional debris"...........thats what I'm doing wrong.
more testing.from jasons file...http://www.3dglove.com/09/piller2.avi
PexElroy
09-25-2009, 06:38 PM
No problem. You can also set which chunks you want to break more, with custom settings per chunk, or select a few chunks and lower the Material solidity. Some times objects may have to be moved, or their keyframes, if the speed of the Impact projectile changes, or the wall gets thicker or changes material.
@ em3 - cool script too!
tool2heal
09-25-2009, 08:00 PM
here's the sim and render from the file i previously posted.
notice how due to the fact that all fragments are placed into the inactive objects list this allows for a chain reaction and the bottom and top parts of the column are also affected and fall due to gravity.
because as soon as the pieces are touched by the "wing" they bump into each other sending each piece into the impact list.
I notice a lot of the column breaking tests don't have this happening, and i believe this adds realism.
because the tops shouldn't just be hanging in mid air.
be sure when you sim with interactive demolition on that your using the Bake animation button and not just the regular sim button or interactive demo does not work.
This is the outcome from the previously posted file.
All i did was open it and hit bake simulation.
http://www.youtube.com/watch?v=fEWwlFkUlz4
PexElroy
09-26-2009, 02:24 AM
@ tool2heal - very cool. oh yeah, with other hidden objects and some nudging, the top would shake and crumble and break some, or break similar to yours. :)
another UT3 test - this time workflow is getting faster. Start to finish in about 3 hours. I hope to turn that into 1 hour by the end.
http://www.youtube.com/watch?v=jMNEEfyIIJg
jimmy4d
09-27-2009, 03:35 AM
em3.....thats sweet man.....superb work man.
..that would look great in left for dead...:bowdown:
jimmy4d
09-27-2009, 03:15 PM
jason sorry for the confusion I had your file ass backwards.......this is what I'm looking for...http://www.3dglove.com/09/RF/pillar3.htm
Now I move on :cool: ....... thanks for all the help you guys, would of never got this far without ya:beer:
Jimmy, awesome! I love how the base slowly topples. That would be neat to see a highway system collapse with it ;)
edit: I think to save some time you could copy that pillar x times and reuse it. Or maybe have like 3 different sims that you could use over and over.
hey guys.. i've started with rayfire few days back now.. and now i was about to try gluing options..but the glue options aren't here under PhyX demolition properties... http://img340.imageshack.us/img340/6144/rayfireprtscr.jpg
mir-vadim
09-28-2009, 10:30 AM
Man, you need 1.45 version. :)
Glacierise
09-28-2009, 10:55 AM
And I need 1.46... :D
jimmy4d
09-28-2009, 12:57 PM
Santa emailed me back and said he still has a lot of pull over at nvidia, he's going to get 64 bit phyx by chirstmas. Thats what I need.:D
mir-vadim
09-28-2009, 01:03 PM
1.46 in progress, will be released soon. Need to test it first.
ivanisavich
09-28-2009, 01:07 PM
Santa emailed me back and said he still has a lot of pull over at nvidia, he's going to get 64 bit phyx by chirstmas. Thats what I need.:D
God I hope so :eek:
I can't believe they've waited so long to release it!
Glacierise
09-28-2009, 02:03 PM
I wouldn't care that much about the 64bit, I would care deeply about finishing the cloth, metal and liquids in PhysX though.
BTW: Any of you guys try Procutter with or without Rayfire in max 2010? Seems like Procutter is quite useless.
PexElroy
09-28-2009, 05:57 PM
Nice work guys!
A mock-up Proof of Concept (influence: War of the Worlds, 2005):
Bridge Destruction (http://www.areagrey.com/other/fw09.html) :twisted:
- Bridge modeled in 3ds max, then exploded with RayFire (RF)
- Stock model linked to reactor sim truck parts, 1 hinge for truck
- Baked RF sim of bridge used within reactor for truck force & trajectory
- Mockup house framework simulated with RF; using reactor baked truck objects
- No Glue used (yet)
- RF baked house keys were moved back (bomb was set to late; a cheat)
- Now working final (with new bridge, cars, and house models)
PS - hope Nvidia adds in metals, liquids, buckling wood, concave support and x64 (hehe).
Glacierise
09-28-2009, 07:05 PM
Looks like your movie is empty?
It works for me Hristo, latest flash player installed?
Wicked
09-28-2009, 07:28 PM
Looks like your movie is empty?
Try this: http://www.areagrey.com/other/fw09_.flv
Glacierise
09-28-2009, 07:53 PM
I see it now, lovely! I love the hinge!
PexElroy
09-28-2009, 08:10 PM
Ok player is fixed :)
Bridge Destruction (http://www.areagrey.com/other/fw09.html)
Thanks guys.
mir-vadim
09-28-2009, 08:48 PM
Good news.
Quoted from Nvidia forum:
Gavin Kistner
There is a private alpha underway of the v2.0 plug-ins for Max (and Maya). The beta should be finished around the middle of October, at which point we may be opening it up for 'freeloader' testing.
Yup, the current alpha, coming beta and release are all 64-bit capable, with 2009 and 2010 support. (Currently there's also 2008 support, but we're in the progress of discussing how important that is. Does anyone reading this use Max 2008?
Even if they will not release Max 9 and Max 2008 versions, I will try to get project files and compile them.
Glacierise
09-28-2009, 09:13 PM
Freeloader testing? So they are planning to do something with it themselves... That should be interesting.
jimmy4d
09-29-2009, 01:13 PM
Ok player is fixed :)
Bridge Destruction (http://www.areagrey.com/other/fw09.html)
Thanks guys.
Awesome.....just awesome mate. Lost going on man.
loran
09-29-2009, 02:03 PM
hey Glacierise, your fortress remind me some recent work I ve done :)
http://www.youtube.com/watch?v=54OxE2OS_OE
BTW it s done with basic PF
Glacierise
09-29-2009, 02:51 PM
Yeah I know this one, rather enjoyable heheh :) Nice work!
Bandu
09-29-2009, 03:04 PM
Hey Hristo, where is the Fume pass in you fortress destruction ???
Glacierise
09-29-2009, 03:52 PM
You wanna see my... pass? :D Its coming dude, got one more RBD segment to do, and then I'm doing the cloth, particles and FFX. I'm working on a couple more things too ;)
jimmy4d
09-30-2009, 01:35 AM
updated script for a basic RF friendly structure (for test)
Box name:"Outer01" length:16 width:512 height:256 pos:[0,256,0]
Box name:"Outer02" length:16 width:512 height:256 pos:[0,-256,0]
Box name:"InnerMid01" length:4 width:254 height:120 pos:[-129,0,0]
Box name:"InnerMid02" length:4 width:254 height:120 pos:[129,0,0]
Box name:"InnerMidLong01" length:496 width:4 height:120 pos:[0,0,0]
Box name:"Floor01" length:496 width:512 height:8 pos:[0,0,120]
Box name:"Outer03" length:528 width:16 height:256 pos:[264,0,0]
Box name:"Outer04" length:528 width:16 height:256 pos:[-264,0,0]
Box name:"InnerMid01_Upper" length:4 width:254 height:120 pos:[-129,0,128]
Box name:"InnerMid02_Upper" length:4 width:254 height:120 pos:[129,0,128]
Box name:"InnerMidLong01_Upper" length:496 width:4 height:120 pos:[0,0,128]
Box name:"Floor01__Upper" length:496 width:512 height:8 pos:[0,0,248]
Box name:"Base" length:2048 width:2048 height:-8 pos:[0,0,0]
em3.....
Hate to sound like a big duumy but can you explain how to use this script.........I really want to look at this......thanks man
jimmy4d
09-30-2009, 02:05 AM
hey Glacierise, your fortress remind me some recent work I ve done :)
http://www.youtube.com/watch?v=54OxE2OS_OE
BTW it s done with basic PF
sorry man I missed this one...............that is frickin sweet man ....haha..a bit unreal but still great for pf...I loved it.........:bowdown:
em3.....
Hate to sound like a big duumy but can you explain how to use this script.........I really want to look at this......thanks man
sure man, just go to maxscript editor by clicking on MAXscript in the toolbar and select maxscript editor. Paste the code into a blank tab and press ctrl+e to run :)
jimmy4d
10-02-2009, 01:01 PM
thanks em3 works great..:thumbsup: ..doing some testing right now.....
tool2heal
10-02-2009, 11:59 PM
just having some fun with the rayfire bombs.
more to come.
http://img188.imagevenue.com/loc993/th_24883_render010064_122_993lo.jpg (http://img188.imagevenue.com/img.php?image=24883_render010064_122_993lo.jpg)
http://www.youtube.com/watch?v=HgcTWiFjT24
jimmy4d
10-03-2009, 03:55 AM
just having some fun with the rayfire bombs.
more to come.
http://img188.imagevenue.com/loc993/th_24883_render010064_122_993lo.jpg (http://img188.imagevenue.com/img.php?image=24883_render010064_122_993lo.jpg)
http://www.youtube.com/watch?v=HgcTWiFjT24
yeah thats cool..............
tool2heal
10-05-2009, 08:08 PM
?
Heres another render done with Rayfire, theres also a little fume tossed in there for added effect, lol.
crits and questions are welcome.
something weird happened during render, fume just stopped rendering for the last like 20-30 frames so i had to cut the animation short and i cant for the life of me figure out why. sim ranges are all correct, its almost like the environment effect was randomly turned off at a certain frame, oh well. here you go.
http://img131.imagevenue.com/loc540/th_69699_render01_0049_122_540lo.jpg (http://img131.imagevenue.com/img.php?image=69699_render01_0049_122_540lo.jpg)
http://www.youtube.com/watch?v=wmugGnwLBBg
I really should have taken the time to texture, render with GI in final render instead of scanline, and render out an AO pass but i was kinda in a hurry, I will next time.
Peace.
jimmy4d
10-06-2009, 01:05 PM
?
Heres another render done with Rayfire, theres also a little fume tossed in there for added effect, lol.
crits and questions are welcome.
something weird happened during render, fume just stopped rendering for the last like 20-30 frames so i had to cut the animation short and i cant for the life of me figure out why. sim ranges are all correct, its almost like the environment effect was randomly turned off at a certain frame, oh well. here you go.
http://img131.imagevenue.com/loc540/th_69699_render01_0049_122_540lo.jpg (http://img131.imagevenue.com/img.php?image=69699_render01_0049_122_540lo.jpg)
http://www.youtube.com/watch?v=wmugGnwLBBg
I really should have taken the time to texture, render with GI in final render instead of scanline, and render out an AO pass but i was kinda in a hurry, I will next time.
Peace.
real nice Jason..looks sweet man....but darn you I'm siming right now the same thing HAHA...looks like I'll have to changes things up now....working on more random frags...
a little test.... http://www.3dglove.com/09/RF/wall3.avi
gongjinhu
10-06-2009, 05:15 PM
o my god! thanks!
PexElroy
10-06-2009, 06:25 PM
Cool stuff guys ;)
Some wood and structure R&D:
http://www.areagrey.com/other/fw12.jpg (http://www.areagrey.com/other/fw12.html)
PsychoSilence
10-06-2009, 07:01 PM
thats looks pretty dang sweet!
is it always prefractured and glued using the breakable feature?
PexElroy
10-06-2009, 07:44 PM
Thanks, no glue used in these passes yet, as the more objects in a Glue system, the more RAM and time it seems to take to start the sim. The front beams were pre-cut, the first pass are those cuts. Then turned on demolish for more frags from those originals.
EDIT: looking good mir
mir-vadim
10-06-2009, 08:56 PM
Is such wood splintering good enough for You? :)
http://www.mirvadim.com/videos/prev/RayFire146_WoodSplinters.avi
2400 fragments by the way.
jimmy4d
10-07-2009, 02:32 AM
Cool stuff guys ;)
Some wood and structure R&D:
http://www.areagrey.com/other/fw12.jpg (http://www.areagrey.com/other/fw12.html)
wow thats amazing dude......
Cool stuff guys ;)
Some wood and structure R&D:
http://www.areagrey.com/other/fw12.jpg (http://www.areagrey.com/other/fw12.html)
awesome PexElroy! Did you do the warping @ 0:33 in your editing program?
Which brings me to a question about deforming meshes. Can Rayfire deform (twist and bend) like a piece of metal (one solid mesh)?
hey guys... i m facing a rift related problem in my shot.. even if tick the fill rifts option then also filled rifts are not showing.. hope you guys could help me out.. i've checked almost all possible options i could.. but still it wouldn't help.. thanks :) http://img183.imageshack.us/img183/1988/rifts.jpg
PexElroy
10-10-2009, 06:59 AM
Thanks guys :)
@ em3 - the pass with a sonic wave was time scaled in comp, with a slight ripple distortion. That blast was done using the RF Bomb and Shock Wave.
mir-vadim
10-10-2009, 10:19 PM
Hi Unik, sorry but for now Voronoi frag type doesn't support Fill rifts feature.
Hi Unik, sorry but for now Voronoi frag type doesn't support Fill rifts feature.
aww.. okay.. so now I've to do everything again manually .. :rolleyes: thanks for your reply :)
wreath
10-11-2009, 11:24 AM
Cool splinters Mir! looking forward for more! awesome tests btw Robert "PexElroy" :thumbsup:
Wicked
10-13-2009, 03:37 PM
Sometimes when my pc is simulating, it looks like Max has crashed, but after a (few) Alt-Escapes I manage to bring up the Rayfire-progressbar and see that it is still busy.
So is it possible to make a solid progress-bar (containing the time needed/elapsed for a sim)? Something like the renderprogress-bar that's inside Max.
Winsows7, Max 2010 32b here.
jimmy4d
10-14-2009, 02:48 AM
hey yeah .....i too see this all the time.......good idea mate......
mir-vadim
10-14-2009, 09:18 AM
well, yes, I think it is possible, not in upcoming 1.46. of course, but in next version for sure.
Getting ready to film the Helicopter scene. This is my initial run. Please ignore the horrid particles and weak animation. I think for this I will need to prefracture the Helicopter and then use glue to have it ripped apart when it gets hit. In this scene it gets hit by a ball (hidden)
Also for the rotar blades, can I anchor one end of the blades and have them slam into a something to simulate a real blade. Right now, the blades are still and I have something slamming into them. The rotation is animated in Unreal Engine.
www.treadster.com/helitest.wmv (2MB)
mir-vadim
10-16-2009, 03:56 PM
Hey all.
Just release 1.46 :)
http://forums.cgsociety.org/showthread.php?f=59&t=816620
jimmy4d
10-20-2009, 01:53 AM
Hey all.
Just release 1.46 :)
http://forums.cgsociety.org/showthread.php?f=59&t=816620
sweet Mir..........
:beer:
yes thanks Mir. Had some problems with a quick splinter test (hung computer).
here is an update of the helicopter getting hit, still a WIP ofc.
http://www.treadster.com/helitest.wmv 5MB
VicMad3d
10-21-2009, 12:37 AM
Thanks, Mir.
I have two question. Physx works with meters,kg and Newtons, so if I use centimeters instead of meters, the mass of objects must be changed to x100? The gravity value of RF_Physx is a multiplier of internal value -9.8, isn`t there?
How can access to parameters of mass, elasticity ,etc of objects by maxscript? For automate this process.
Thanks!
mir-vadim
10-21-2009, 05:59 PM
You can access to parameters by activating Custom Object Properties and defining these properties by yourself, to assign properties you need use that code:
setuserProp n "rfuseprop" true
setuserProp n "rfmater" mater.selection
setuserProp n "rffrict" frict.value
setuserProp n "rfelast" elast.value
setuserProp n "rfmass" mass.value
setuserProp n "rfvolmass" false
setuserProp n "rffragtp" fragtp.selection
setuserProp n "rfiter" iter.value
setuserProp n "rfchaos" chaos.value
setuserProp n "rfdetal" detal.value
setuserProp n "rfnoise" noise.value
setuserProp n "rfsolid" solid.value
setuserProp n "rfdepth" depth.value
setuserProp n "rfdeform" false
setuserProp n "rfdeact" false
In this way you can assign mass, friction and elasticity and other parameters, like fragmentation type, solidity, etc.
jimmy4d
10-27-2009, 01:07 PM
looking good em3.......:thumbsup:
here are some new test I did.....I will start working on the glue option.I need it I think.
http://www.3dglove.com/09/RF/playblast_RFavi.avi (http://www.3dglove.com/09/RF/playblast_RFavi.avi)
http://www.3dglove.com/09/RF/wall_piller.avi (http://www.3dglove.com/09/RF/wall_piller.avi)
pauldublin
10-27-2009, 05:21 PM
Great work James, especially the pillar one. Did it take long to sim?
jimmy4d
10-28-2009, 12:57 PM
Great work James, especially the pillar one. Did it take long to sim?
Thanks mate...yeah the sim time was crazy....would be nice to stop sim take a look if you like then keep and take up were you left off, if not you could adjust then resim....(sorta like FFX.) right now if I'm baking my sim and stop it's gone.
mir-vadim
10-28-2009, 01:09 PM
Actually you can start Bake simulation, hit Pause, play animation to see it in real time, set timeslider to frame where you paused simulation and then uncheck Pause to continue simulation.
pauldublin
10-28-2009, 03:10 PM
There's your answer James, great stuff.
Mir, congrats on an awesome plugin the stuff it can do is amazing.
jimmy4d
10-28-2009, 10:46 PM
ahhhhh.ok cool (:lightbulb big dummy) thanks Mir
thomaskc
10-29-2009, 01:17 AM
Hi everyone, long time since.
I just got a bit time to play around and I loaded a rather highpoly model around 450.000 poly and made a simple blowup of it.
http://www.thomaskc.dk/wip/rayfire/highpoly_vase.avi
As you can see the fragments won't lie still on the ground as id want them to.
the scene units are in inches, the rollout units are in cm (shouldnt really matter?).
its made with rayfire 1.46 and collision tollerance at 0,1cm (this is tricky to figure out when its not inches and "generic units")
time scale is 0,5.
point is, any of you got any experience making it work as it should with scene setup not being inches and generic units? in cm and m things just go wacko.
thanks in advance.
- Thomas
mir-vadim
10-29-2009, 01:25 PM
Try to increase a little bit Collision dampingm, like 0.05
SerdarVFX
10-29-2009, 08:07 PM
Hi MirVadim
do you plan to release Rayfire for 64bit Max with PhysX support?
The 64bit SDK is released and Oleg already gave his particle toolbox a update with full native 64bit physx.
I hope you release it soon...I really would like to try rayfire out and than buy a student license.
Greetings
thomaskc
10-29-2009, 11:00 PM
I tweaked both the collision tolerance and the damping and the result ended up like this:
http://thomaskc.dk/wip/Rayfire/highpoly_vase_take2.avi
PexElroy
11-01-2009, 06:47 PM
Pretty cool vase blast Thomas. :)
Intrinsia
11-02-2009, 12:46 AM
I am running into an issue with Rayfire when trying to fragment a mesh, only to have Rayfire go through the process and leave me with the same geometry I started with I have a mask model I am trying to shatter/break apart and when I hit 'fragment impact objects' it goes through the process, but gives me the same geometry I started with? I have tried to fragment the mask geometry on various occasions and only a handful of times has it given me to 10-15 pieces I am after.
Is there a known reason why it might be doing this?
huschi
11-02-2009, 12:06 PM
Hi together,
please, is it possible to use the Debris functionality without an gun-object? Instead an normal impact for example. Any suggestions: thanks in advance.
mir-vadim
11-02-2009, 01:15 PM
to SerdarVFX: I will able to release RayFire with 64 bit support only after nvidia will release PhysX plugin 2.0
to Intrinsia: I think problem in geometry you try to fragment. Can you send it to me so I will try to find out what it the problem. Also, which RayFire You use? if it is not 1.46, then try to get it and use it.
to huschi: Debris works only with shooting, but you don't need gun to create it. try to use Instant Action feature.
Intrinsia
11-02-2009, 02:20 PM
Thanks Mir! I sent you an email with the file. Thanks for taking a look; much appreciated! :)
hey all, just released a trailer to my lil movie. I used rayfire to make all of the fragmenting seen in the video.
http://www.youtube.com/watch?v=MpaOj6NcXuU
always a wip of course, cheers!
jimmy4d
11-09-2009, 01:10 PM
em3 dude that looks bad A all the way man. the audio is killer........keep it up man looking awesome... :thumbsup:
PexElroy
11-12-2009, 01:19 PM
Awesome shots em3. The sounds and fx are real cool. ;)
iceman32
11-16-2009, 06:27 PM
Hi all, still no support for PhysX x64 on RayFire?
Nvidia has released it, and Oleg updated his Box#2 for full support. Hope we soon can see RayFire with that.
mir-vadim
11-16-2009, 08:17 PM
RayFire with 64 bit support is in progress, it already works but a lot of modifications still have to be done. Also, I am unable to release until Nvidia will release new PhysX plugin for public.
SerdarVFX
11-17-2009, 11:04 AM
hmm...this can take up to 4 months if you wait for official public release...although its not officially released, oleg already ships full 64bit version....I think developers have permission for commercial release since gavin (the producer of the plugin) asked me, for which company I will use the beta....I think that it is ok to use it in commercial projects but i dont know of a permission to sell it (well, oleg sells too :D)
how much is the price for a student version (for non commercial usage)?
superhypersam
11-17-2009, 06:40 PM
Oleg is not using a 64 bit version, he wrote his own custom wrapper.
not the same as using the official nvidia 64x version.
cheers
sam
Glacierise
11-17-2009, 07:04 PM
Not any more:
http://www.orbaz.com/forum/viewtopic.php?t=2513
jimmy4d
11-20-2009, 12:28 PM
were getting closer...........
SerdarVFX
11-20-2009, 01:09 PM
waiting for soo long time :) I think in some weeks x64 is ready (I hope so :D)
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