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mir-vadim
11-17-2008, 03:13 PM
RayFire Tool 1.42 Plugin for 3ds MAX 9 , 2008 and 2009 released.

http://mirvadim.com/images/RayFireTool_Comp.gif

Shoot, explode, destroy, demolish, ruin, break down, wreak havoc, blow up,
burst, detonate and do other similar things You have always dreamed of to do in Max...

Feature list:


NVidia PhysX Rigid Body support via RayFire user interface. (Only 32 bit version.)
NVidia PhysX Force Influence Allows You to affect on objects in sumulation by forces, spacewarps and mouse cursor. Animatable Time Scale property allows You to create Bullet Time effect in a seconds.
Interactive Demolition System.for NVidia PhysX engine. Creates dynamic simulation and demolishes objects accordingly to their material and collision strength. Each fragment can demolish further with proper amount of collision strength.
Reactor Rigid Body support via RayFire user interface.
Fragmentation. Allows you to fragment geometry objects.
Explosion. Allows you to realistically explode objects.
Reactor Hit. Creates realistic physical interaction of impact objects with bullets.
Displace. Automatically subdivides impact faces and creates detailed animated dents.
Holes. Creates holes and destruct Impact objects piece by piece totally in real time.
Instant Action. Allows you to shoot and explode without gun, manually defining all impact spots on impact object.
Various effects, such as Impact flash, Muzzle Flash, Particle Debris, Geometry Debris, Fragmented Debris from Holes, Smoke, Sparks, Blood, Decals, Bullets and any Custom objects which you can define by yourself.
Interactive Layer Manager. Allows you to interactively change properties in the already created effects, select, hide\unhide, freeze\unfreeze and delete any created layer or effect.
Automatic update system.

Video demonstrations:

1. Ability to simulate thousands of objects using NVIDIA PhysX engine.
Download (http://mirvadim.com/videos/RayFireTool_1.4_meteor_air.mov)
http://mirvadim.com/images/Building_air.jpg

2. Interactive Demolition System. Fast and easy way for smashing and crushing objects. Creates dynamic simulation and demolishes objects accordingly to their material, density, and collision strength. Each fragment can demolish further with proper amount of collision strength. 700k MB
Download (http://www.mirvadim.com/videos/rend/PxDemolition_2.mov)
http://www.mirvadim.com/images/Ad/RF141_Demol_2.jpg

3. Animatable Time Scale property for NVIDIA PhysX dynamic simulation allows You to create Bullet Time effect in a seconds. 2 MB
Download (http://www.mirvadim.com/videos/RayFireTool_1.4_timescale_rendered.mov)
http://www.mirvadim.com/images/Ad/RF14_TimeS.jpg

4. New Stick Selected To Mouse feature for NVIDIA PhysX engine. Gives You the ability to effect objects right inside dynamic simulation. 6MB
Download (http://www.mirvadim.com/videos/screen/StickToMouseTest.wmv)

5. Groups support. Ability to simulate a group of objects as one solid object. Also Interactive Demolition System supports groups which means the possiblility to demolish groups.
Download (http://mirvadim.com/videos/tut/RF141_Physx_Groups.mov)


Check out www.MirVadim.com (http://www.mirvadim.com/) for more info.

Here You can find new video tutorials. (http://www.mirvadim.com/index.php?id=tutorials)

Official RayFire Tool thread on CGTalk.com (http://forums.cgsociety.org/showthread.php?p=5403728#post5403728)

Venkman
11-17-2008, 07:53 PM
Amazing plugin. No chance you'll port this to Maya, will you? :)

We have blastcode, but that works primarily with nurbs (polys as glue objects, but that's not the same!)

DePaint
11-17-2008, 09:07 PM
Very cool plugin. Shatter simulation should be standard in all 3D apps.

benytone
11-18-2008, 09:27 AM
(Venkman) No chance you'll port this to Maya, will you? :)

We have blastcode, but that works primarily with nurbs (polys as glue objects, but that's not the same

In maya you can combine Shatter effect with nDynamics or nCloth

mustique
11-18-2008, 10:18 AM
"In maya you can combine Shatter effect with nDynamics or nCloth"

nDynamics is very disapointing for me so far in this regard.
It's slow for a tool that has been promoted as a next gen dynamics architecture.

PhysX rules!

Cheesestraws
11-18-2008, 11:54 AM
"In maya you can combine Shatter effect with nDynamics or nCloth"

nDynamics is very disapointing for me so far in this regard.
It's slow for a tool that has been promoted as a next gen dynamics architecture.

PhysX rules!


Isn't that a little like comparing renderman to the unreal engine? And it is a little unfair to talk about the speed of nDynamics for rigid body simulations when the nRigid part of it has not been released yet.

When it comes down to it nCloth is the most controllable off the shelf cloth solver available. It would be nice to have a tool like this available for maya though.

MartinRomero
11-18-2008, 07:38 PM
I am primary a Maya user, I used Blastcode before as well as other tools available to Maya. I have been working with Max for the past 2 years now and Particle Flow, Afterburn and Fume fx have been my buddies since then however, Rayfire it's the best Rigid bodies simulation and much other things that I ever tried.

It is basicly what mir-vadim (http://forums.cgsociety.org/member.php?u=259958) says here "RayFire Tool gives you the ability to shoot, destroy, demolish, wreck, break down, wreak havoc, blow up, burst, detonate, explode and do other similar things you have always dreamed of to do in Max"

It's a really cool, fast and efficent tool. I wish Maya could have something like this.

Martin

note: This is just my opininon.

mustique
11-18-2008, 08:06 PM
Isn't that a little like comparing renderman to the unreal engine? And it is a little unfair to talk about the speed of nDynamics for rigid body simulations when the nRigid part of it has not been released yet.

When it comes down to it nCloth is the most controllable off the shelf cloth solver available. It would be nice to have a tool like this available for maya though.


PhsyX is not limited to realtime environments and can be used for feature quality work. It's available with XSI and provided you have the hardware to run it (any recent geforce card that is) results are pretty impressive especially with massive rigid body simulations. So the Renderman/Unreal analogy doesn't apply here IMHO.

The nRigid module might not be fully implemented (altough you get a nRigid node when you create a passive collider) but I doubt it will make jaws drop once it is. The Nucleus framework is nice, but it doesn't promise unseen speed, rather a unified physical environment. A world where everything from clothes to fluids will use the same solver one day. I'm totally OK with that. And from that POV, comparing PhysiX to Nucleus might not be appropiate.

The unpromising part is that Nucleus, a solver hyped as a next gen dynamics software in magazines like Wired, is not been written with multicore cpus in mind. AD would be working on it, but wait there are those GPU's that can crunch numbers up to 200 times faster than the latest and greatest multicore CPU's. So Nucleus as of today, is far from being a nextgen/modern solver.

The capabilities of Wavefront particle and rigidbody dynamics of the 90's are not that far fetched from Nucleus in 2009 IMO.

beaker
11-19-2008, 09:30 AM
The capabilities of Wavefront particle and rigidbody dynamics of the 90's are not that far fetched from Nucleus in 2009 IMO.You obviously have never used Dynamation or have let time soften how little you could do with it compared to now. Maya 1.0 dynamics had 5x as many features.

joecoke69
11-19-2008, 10:39 AM
Any chance of a demo version?

Would love to try it out.

mir-vadim
11-20-2008, 07:58 AM
Demo version available on my website. :)

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