RayFire Tool

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

 
Thread Tools Search this Thread Display Modes
  07 July 2013
Rayfire 1.62 is out as free upgrade for customers!
http://rayfirestudios.com

2 new killer features:
First one is Voxels modifier which allows to voxelize geometry and provides wide variety of properties to control them and animate.
Check out following promotional video to see it in action.
http://www.youtube.com/watch?v=hak829qxBLc

Second one is Clusters modifier which allows quickly and easily combine group of simple fragments to more complex clustered fragments.
And here is Promo.
http://www.youtube.com/watch?v=QK2gbN5-Zow
 
  07 July 2013
--Unknow system excpetion error

Hi,

"--Unknow system excpetion"

I get this a lot in my scene. I'm working on max 2014 sp1 and Rayfire 1.62.

The idea is pretty simple:



Black wired parts are static(dont move) and red colliders are animated and they hit the "ground" fragmented before. Fragmented parts are in green and i keep them in asleep list. Fragments I made using the modifier to preserve materialsThis is pretty simple.

This is what aprear in MaxScript Listener:

PhysX Warning: fail to create Rigidbody from node 'FRAG660'!
PhysX Warning: fail to create Rigidbody from node 'FRAG448'!
-- Error occurred in s loop; filename: C:\Program Files\Autodesk\3ds Max 2014\PlugIns\RayFireTool\RayFireTool.mse; position: 268830; line: 7220
-- Defined in encrypted script
-- called in Sim(); filename: C:\Program Files\Autodesk\3ds Max 2014\PlugIns\RayFireTool\RayFireTool.mse; position: 270118; line: 7264
-- Defined in encrypted script
-- called in timerRf.tick(); filename: C:\Program Files\Autodesk\3ds Max 2014\PlugIns\RayFireTool\RayFireTool.mse; position: 355833; line: 9015
-- Defined in encrypted script
>> MAXScript Rollout Handler Exception:
-- Unknown system exception <<

Any ideas? I'm stuck with this for a couple of days now...
 
  07 July 2013
Hi, is there a way to extract the "rayfire Fragmenter" modifier Point Cloud into pointhelpers or particles?

What would be also good is to be able to to modify each point in the point cloud manually, or even add custom points...
 
  07 July 2013
I managed to make it work just by mistake. I noticed that other sim crashed when changed to "Use Selection Center", but when changed back to "Use Pivot Point Center" it was running smooth, thats confusing....

However that didnt work for all sims. Cleaned-up the scene, got rid of unused materials and assigned one, refragmented and voila..... it simulates properly
 
  09 September 2013
linked objects in a sim

Hi
i've a rotating drill linked to the base which is moving..now when i add the drill and base to kinematic objects, the drill falls apart..
how do i get both the drill and base working in the sim.?
file is attached
Hope i made myself clear...
Cheers
Sandeep
Attached Files
File Type: zip test01.zip (148.5 KB, 3 views)
 
  09 September 2013
Originally Posted by SandeepMaithani: Hi
i've a rotating drill linked to the base which is moving..now when i add the drill and base to kinematic objects, the drill falls apart..
how do i get both the drill and base working in the sim.?
file is attached
Hope i made myself clear...
Cheers
Sandeep

Hi didnt check the file, dont have max here. But you say you have the drill linked. So the best way is to have them both keyed (copy the keys), delete the parenting you use. RF will ignore relationship between anyway and just sim as if they both were seperate objects
 
  12 December 2013
Simple Rayfire problems

Hello!

I’m doing simple text collapse with Rayfire and everything is going wrong. Well almost everything. Video should look like this: Text is hanging in the air, suddenly text crumbles and fall to the ground. Like a freefall.

1. If the gravity is set to the 1,0, why the text almost explodes to the air? Why it doesn’t fall straight to down as the same way as you drop something? If I set gravity to 10, it’s a little bit better, but still there is this little exploding effect. Does it explode like that because the fragmented parts of the letters are too close together?

2. After I simulate the animation, many of the parts are little bit wobbly when they hit the ground and each other. There's a tiny extra movement in them. How do I make simulation more accurate? What about substeps, now it's 3. If I increase the substeps to 5-10, does that help?

3. I noticed that if I render animation with Vray and Irradiance map + Light cache, there's a lot of light flickering in the fragmented parts, even if the settings are high. Only way to avoid flickering is to render animation with brute force and that's very slowly method. Do you have any suggestions how the Rayfire -simulations are suppose to render with Vray? What kind of settings should I use?

I have only this poor quality video which little bit opens the problem, I try to do new better one soon.

http://www.youtube.com/watch?v=gPcQ...eature=youtu.be

Thank you for your answers and sorry my nasty english. =D

Last edited by mupelo : 12 December 2013 at 05:44 PM.
 
  12 December 2013
1. Make sure to use as low collision tolerance, best keep at ZERO.
2. Thats just phisics, u can to much about it. You can try to simulate it 100 times but still some will "jump". But what if you really like your sim you can just delete the keys when the object hit the ground. Use 3ds max particle system for collisions like that, you will get better results and much more control over it. Or even TP.
 
  12 December 2013
Originally Posted by Juzwa: 1. Make sure to use as low collision tolerance, best keep at ZERO.
2. Thats just phisics, u can to much about it. You can try to simulate it 100 times but still some will "jump". But what if you really like your sim you can just delete the keys when the object hit the ground. Use 3ds max particle system for collisions like that, you will get better results and much more control over it. Or even TP.


Thanks for your answer!

I tried to set Collision tolerance to zero and gravity was set to 10, but there's still explosion effect. How do I get those parts just fall to the ground?

Yes, I can always delete keyframes, but if I rise Substeps to higher, does it help? I'm having houndreds of parts in the scene, so it's very annoying to start delete all of thos keyframes at the right point.

I rendered this new sample video with settings:

Collision tolerance 0
Substeps 8
Vray irradiance map - High - animation
Vray light cache - subdivs 2000.
Other Vray settings was high quality too.

Still there's some light flickering, is the Vray brute force only way to render Rayfire -animations?

Here's the new video:

http://www.youtube.com/watch?v=gtLc...eature=youtu.be
 
  01 January 2014
Unhappy PhysX problem on max design2010

physX doesn't work to simulate Rayfire fracture in my max design 2010 . I use ASUS VH162 (1360x768@60Hz)
512MB NVIDIA GeForce 8400 GS,Intel Core 2 Duo E7400 @ 2.80GHz . When I opened Max, I got 2 message, "Could't find/ load library PhysX_2.X\PHYSX4DCC_PhysXcore.dll and Error: failure initializing the PhysX SDK. Error Code:0,ok." When I tried to use it for Rayfire simulation, it didn't work. What the problem, and how di I fix it? Thx
 
  01 January 2014
Do you have PhysX installed? I know older versions you had to install the PhysX library and plugins separately as they did not come with max.
__________________
poof ~>Vimeo<~
 
  01 January 2014
Smile PhysX problem on max design2010

Yes, I installed PhysX pluginfor 3 dsMax2010 and PhysX Sistem Software 9.13.0604. Is It right? Where can I download compatible PhysX library and where should I place it? Thx for your quick reply....
 
  01 January 2014
object passing through each other problem

hi

very verrry cool plugin indeed

but I have a problem ( I've seen the video tutorials from their owner website that has this too!!).

small pieces, or thin pieces pass through the ground and fall down for ever.
I increased the substeps, from 3 to something 6 or more to avoid this , but It couldn't help it and pieces start to jump around!!

what typically should I do?

thank u in advance
 
  01 January 2014
Originally Posted by HJ-panorama: .....small pieces, or thin pieces pass through the ground and fall down for ever....


Yeah, I was almost going crazy because of that at the beggingng when I stated to learn any destruction techniques. I am no pro but I leared few things. That there is a "proper" way to manage with that.

You need to divide your sim into pieces, from the largest to the tiniest. So first goes the big chops, than the debris, than the smoke, etc etc. The way you do it this way is because its easy to control.

I've even seen the tutorial couple of days ago on Mir yt channel about that:

 
reply share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 04:48 PM.


Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.