RayFire Tool


#521

Glacierise, Jay Haywood was building a PFlow based shoot’um-script called WinchesterFX a while back, the problems encountered using Pflow generally had to do with the creation of the flow and the wiring, basically you set up the scene run the script and you had to manually debug the flow, by rewiring events, ect. but it works really pretty well. He stopped development:sad:

Way cool script though, I suppose you could integrate it with Rayfire. :slight_smile:

http://forums.cgsociety.org/showthread.php?f=183&t=451701&highlight=winchester


#522

First of all let me say how good the fracture options are!!
I would love to see the ability to use a bunch of selected objects as the fracture objects, as I am trying to do some wood and need long thin splinters rather than chunks.
Also Fragment relative to mouse doesnt seem to work for me. I add a box to the impact objects, go to RaXplosion tab, choose Relative to mouse and hit and press ‘Fragment Impact Objects’ but it just does a uniform style fragmentation.
Cheers!


#523

Man I gotta say, I jsut started using ray fire. This thing is saveing my ass man. These fragmentation tools are ****ing incredible.

Gonna really start taking these things through the ringer. Its so awesome for TP set ups.


#524

Yeah, this feature already in my feature list. But for now I spend all time for PhysX integration in 1.4.

RayFire fragment The BIGGEST object from ALL fragments UNDER cursor. But if You will move mouse cursor far from fragments it will start fragment the bigggest object from ALL fragments, so You can quickly fragment object where You need and then move it to some distance just to let RayFire to fragment the biggest objects.

Thanks, depleteD. :slight_smile:


#525

Great!! Looking forward to the PhysX stuff!

I have seen the videos of how it should work, but i leave the mouse over the lower right corner of the box the whole time and it makes no difference!


#526

How much iterations You use?
You have to fragment objects a little bit before RayFire will able to start fragment objects under cursor.
Also try to fragment some thin objects, just to be sure that this fragmentation type works.
If it will not help You, send me scene, please, will test it to find the problem.


#527

im using about 60-120 iterations.
I was testing it by opening max, creating a box say 100x100x3 then trying to fragment. No mouse fragmentation!


#528

it looks like rayfire finishes the fragmentation faster then the wanted manual operation…for fragmentation by mouse u should crank up both amount spinners to the max and quit the operation when ever u reach the desired detail level. try 2000 and 300 and let it run and/or quit when ever you feel like.


#529

hmmm, i tried that too, was sitting there for a min or so with it still doing nothing!


#530

hm, ok, I will test fragmentation feature precisely.

Also I created few video tutorials dedicated to PhysX engine in RayFire:
[ul]
[li]1. PhysX - Rigid Body support. 12 Mb.
[/li][li]2. PhysX - Influence rollout. 45 Mb.
[/li][li]3. PhysX - RayFire Bombs. 28 Mb.
[/li][/ul]
Will try to create more tutorials soon. With something more complicated.


#531

Just amazing! especially that wind controlled realtime fracturing blowed me away now Max have über powerful dynamics as Houdini. :bounce:


#532

Very cool - I saw you changing the gravity settings in realtime - are they keyable?

I could imagine some great effects where gravity is suddenly restored and things crash back to earth.

Regarding the splinters post someone made - I think what would be good is if you could bias the fragmentation depending on the dimensions of the object’s faces - so you could optionally have a fairly flat box fragmented along the length (like plaster on a wall)

I’ve no idea if there’s any way to detect this kind of thing and instruct ProBoolean/cutter to work like this - I guess simple boxes are easy, but a more complex object would be tough.

Anyway, just a thought - still marveling at the PhysX implementation.

Cheers

Steve


#533

RayFire Ui gravity property is not keyable, but You can use animated wind or gravity space warp instead, though I noticed that PhysX own gravity works better.
So I will add later special object (like RF_Bomb) with some PhysX properties which You will be able to animate.


#534

Cool - thanks Mir!

Cheers,

Steve


#535

On a related topic, does the drag spacewarp work with PhysX currently?

Also is there anything in PhysX similar to the water collection?

I’ve not tried it but presumably using Reactor you could have an object crash into water and the fragments bob about (or slowly sink depending on the settings)

I was thinking if the first works, it would go some way to simulating at least heavy stuff sinking into water, but meeting more resistance.

Thanks,

Steve


#536

No, there is no water in PhysX at this moment.
And I did not add support for drag force yet, but it will be added later.
Also I want to add support for vortex space warp.


#537

heh, just quickly added support for drag force.
Only for unlimited range and Linerar damping.
I hope it will be enough for a first time.


#538

Cool, thanks - yeah I think a falloff drag might be useful if you wanted pieces to just drag when they hit the water… pretty specific request I know.

Cheers

Steve


#539

Mir never sleeps and works at the speed of light! I just wonder which studio is going to grab em first :slight_smile:


#540

I hope it will be studio Private, or Vivid at least. :drool:
I already sent them my demoreel. :slight_smile: