RayFire Tool


#2299

Have anyone used rayfire with “birth group” particles from pFlow, i thought it would be a nice way to get a fragmented geometry and trigger it with particles and send it to rayfire. But a soon as i try to simulate i get an error message saying:
“-- Unknown property: “getMaterial” in $Birth_Group”
Does this mean rayfire cant recieve objects from pFlow if they are used with that birth type or am i doing something wrong?
Using max 2014 x64 and rayfire 1.62.04


#2300

Is anyone else experiencing this problem since updating Max 2014 to SP4 and Rayfire to 1.63 : Now every time I try to load any scene created with an older version of Rayfire, Max crashes to CER. Mainly, the scenes had MassFX Rigid Body Modifiers created by RF, but perhaps there is another RF plugin node or custom attribute that crashes Max.

I updated from RF 1.62 and SP3 within the same couple of days, so I do not know if SP4 broke Rayfire or RF isn’t working right with SP4.

[EDIT] It could also be an updated NVidia video driver too. There is a thread on the Area as well.

[ANOTHER EDIT] I’m thinking it is RayFire Fragmenter Modifier at this point. That seems to be the common thread in the problem I’m noticing.

[UPDATE] After various experiments and some feedback from Mir, I now feel like this is more of a SP4 issue than RF.


#2301

Hey all,

As soon as I click ‘Bake’ all my fragments turn (per the image). Has anyone seen this mess before? What should I look at to fix this? I haven’t had this happen before and not sure what to do.

Thanks all.


#2302

Sorry to be a pain in the butt with this… but I am really stuck and cannot proceed with what I am doing until I sort this out.

I have tried a reset xform on the pieces and that just ruined the whole object.

Any ideas on what I have mucked up with this one?


#2303
  1. make sure your object is above zero Z plane or turn home grid as ground off,
  2. decrease coll tolerance to 0
  3. make sure u dont have any forces in sim prop and sim again,
  4. play with time scale - maybe when the sim is slower u might find whats happenings

thats all that i can think of, but never had that problem


#2304

ah good work dude, I slapped it just about 0 on the Z plane and reduced the col tolerance and bingo, I have a statue that does what it should during the bake.

Thanks heaps

S.


#2305

So this is one of those post it and hope attempts, but here goes anyway.

There is a promo for the awesome Asperity addition to Rayfire

https://www.youtube.com/watch?v=G_Li8NNagWg&list=UUM7SGOFmmzU_inIMmIwxXKg

At 1:10 in the video there is a really really cool looking 2012 type ground collapse. I was wondering if anyone had any sort of workflow ideas about this. I have tried this sort of thing in the past. Using a large chuck of mesh, fragmenting it and then freezing the outer parts of it then triggering the fragments to collapse. My issue has always been not been able to get those long looking fragments, mine are always stone like. I have tried variants to clusters but haven’t been able to achieve it. Here it is in that promo and I would LOVE to understand how it was fragmented.

Cheers


#2306

oh and additionally I get this random issue again where my collision objects adopt a feather like material.

See attached, as soon as the sphere comes in contact with them they belt off in all directions.

This really does derail me and I don’t know what it happens. I have done everything per previous suggestions and seem like I have done the same as other times but for whatever reason this time it all goes pearshaped.

The attached zip is a basic file. (max 2012 RF1.63) It has a plane and a cube fractured. Simple sim, press bake and the pieces should fall… they just detonate in the air. Can anyone see what is up with this.

help


#2307

its great tool :slight_smile: i love thus plugin :applause:


#2308

Anyone having problems with static objects not being static with Rayfire 1.63 on Max 2012? I’ve got version 2.84 of the PhysX SDK installed and 2.70.1028.1400 of the PhysX plugin installed. The same versions as I used to use with Rayfire 1.58 I think.

I can’t upgrade to a newer PhysX plugin because installing it makes max files incompatible with any other users, even when PhysX isn’t used.

It seems to be ok if I use Max 2014, but we’re still on 2012 at work for now.

Is there an official Rayfire forum these days? I can’t find one, but there used to be one.

Thanks


#2309

RF 1.64 Voronoi Modifier is very fast and promising… but I’m experiencing a lot of unexpected results.

Many fragments are invalid. Sometimes a fragment will overlap many other fragments and/or it will have missing polygons from sides. You can see these problems most when you give a Gap value in the scaling group of parameters.

Attached is an example.

Such invalid fragments seem to also increase the odds of larger than expected fragments getting deleted when using the Delete < # .


#2310

Hi, yeah, we already kno about this problem and will fix it in next release.
Sorry for troubles, this is first release of Voronoi modifier and even tho we tested it in some cases it still may fail.
If you or someone else get weird results or found some bugs, please email about this to me with attached objects or scenes, everything will be fixed.


#2311

@wallworm: Not sure whether you have the same problem but your attached file looks like the problem I have. Whenever I fragment an object before running a simulation I will get cracks and gaps at time 0. So there is no way for me to rewind my video and start it with my object fully intact. It will always be partially or sometimes even the total object damaged.

However, if I don’t fragment it and use the object’s mass and the kinetic energy from fall to break it I can rewind the video and start of with a normal object.

The problem is that I have to fragment it in order to use forces.

So to summ it up:

I take like a ball and move it on the z-Axis. I add it as an kinetic object as let’s say glass.
I add a plane as floor and make it the static object. Then I fragment it and hit “bake”.
It’s going to fall apart. After the simulation is over so time = 100 I take the time slider and
pull it back to 0 but I don’t end up there with my ball but with an already cracked sphere where you can see all the cracks and gaps and parts are already falling. It’s like the simulation started somewhere on a negative Timeline.


#2312

The latest update Mir loaded fixed the problem I was having.


#2313

Oh, really ?

I didn’t get a message that an update was out ? Do I have to check that somewhere in Max ?
I thought I’d get a notification. Well okay then I’ll probably have to update it to solve the problem, but still was that the same problem you had ?


#2314

Yeah, news of the update was shared on the RF Twitter Feed . Also, you can usually get news of an update inside RF itself by clicking About > Check for updates .

Regarding your case… it is possible it is related programmatically to the problem I had (but I could not answer that). The problem I was experiencing didn’t even involve simulations… it was simply errors in the RF Voronoi Modifier if the object was larger than some dimension in the scene . And that error is fixed now.


#2315

Okay thank you. So it might be something else.
Mhm perhaps I could try to set the simulation further to the future, maybe that helps.
I will try that out.


#2316

Whats it take to get the software I paid for?

I have tried contacting RayFire Studios repeatedly and get no response even though I purchased two days ago.

Anyone else having these problems?


#2317

Hey Mike join their facebook group, both Ansi and Mir moderate the group.

https://www.facebook.com/groups/277693911374/


#2318

Thanks for the ideas John!

But I am not currently on Facebook and I don’t desire to join just to get them to respond. I have sent emails via this forum, the e-commerce site I purchased through, the contact form on the RayFire site (twice) and the email that came with purchase confirmation. Hopefully at some point they will pay attention to whether they’ve made a sale and get me the info I need to get my product.

Thanks again.