RayFire workflow

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  07 July 2013
Cool RayFire workflow


I'm new to vfx and all this blowing-stuff-up field :P I've been playing with RayFire for couple of weeks now. I decided to make a 30sec short and use all I learned so far in vfx and push myself to the limits. I just love playing with PF, RayFire, FumeFX etc and I spend all my free time (and even lunch breaks) trying to push my project foreward.

Yet I'm a bit stuck. This is my scene:

Just in the middle I want a crack to follow from point A to point B. I divided this crack simulation into smaller ones, to have in each 500 - 3000 fragments. And then I save it in RF cache.

The idea was very simple, however now I dont think it will work. Few of my smaller sims just dont want to work (link to my issue http://forums.cgsociety.org/showthr...818#post7619818)

I have tried so far everything and I've run out of ideas. And at this point I'm thinking that it's not the issue of my scene, but RF itself. Specifically even not RF but MassFX engine. Where ever I look people don't use RF for sims!

So my question is: What is the real workflow using RF? Do You use it only for fragmentations? Simulations feels pretty unstable in RF, am I right? Recently I've seen Allan McKay's Artist Insight Series with Will Wallace (http://www.youtube.com/watch?v=MTdr...k7VSDqqqkHkcNTg) and he says that RF is ok for smaller sims. What is a small sim? My 500 frag sim sounds pretty small
  07 July 2013
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