RayFire Tool


#541

You’ll be shattering the ladies then? Nice plan! That industry will really suck you dry though :smiley:


#542

Mumbles something about soft and rigid body dynamics… and fluids obviously.

  • Steve

#543

Just don’t leave us hanging:D

Whoever it is will be stoked!

Really excited to try that PhysX implementation :slight_smile:


#544

OK we just purchased the Rayfire plugin.

  1. The install file does not install to any version except for 2008.
  2. We tried to run the Buy now thingy and used paypal, but there was no place to enter the generated code.
  3. How do we install this for max 2009?
  4. There is really no 64 bit version, yuk.

I sent an email, hopefully they will get back to me soon (anxious to play)…

David


#545

you have to point to where ever your max is installed manually then if you´re running another max and or it is instaled to a different location. i installed it to for max9 and it works just fine here.

the reason for non-64 bit atm is mainly because there is no PhysX SDK for 64bit yet! So nVidia is the right place to ask for 64 bit support atm. Not sure about the plugin tho.

cheers
Anselm


#546

Thanks for the tip.

I had tried that but mistakenly tried to install it in the 64 bit directory (duh).

Hopefully mir-vadim can get the code to me soon.

It seems to generate a different code for each version (max 2008 and 2009).
Does that mean we need to register it for each version?

Thanks,

David


#547

Did I miss something?

Version 1.34 works in 64 bit, 9, 2008, and 2009.

Ansi you talking about 1.4 right?


#548

Yes, he talked about 1.4.
1.34 works on 32 and 64 bits.


#549

PhysX implementation is fantastic, and a :wise: move, it is far more robust than reactor. Good use of wind, bombs and soon vortex. Looking forward to 1.4


#550

OK so if we create it in 32 bit, can we render in a 64 bit environment (we would need to be able to open it in 64 bit).

My render farm is all 64 bit.

What is the latest estimate as to the arrival of V1.4?

Thanks,
David


#551

Yes, You can.

About 1.4 release. The Tool is ready, all I need for now is released for public Nvidia PhysX plugin 1.0.4, which RayFire uses for now, and EULA for PhysX in RayFire, which NVidia will give me soon.


#552

Well I am very impressed.

This is an excellent tool (very addicting I might add).
The tutorials you have made are very helpfull as well.

David


#553

I am having a problem with the Rayfire plugin.

The example in the video posted by Mir shows the introductory setup of a scene, where there are boxes and debris objects used.
All is good except my debris is scattered at impact, then hangs in the air, failing to fall to the ground.

I have looked over any setting I can think of and can’t determine what the problem is.
Here is an image of the debris hanging in the air.

Thanks for any thoughts.
David


#554

my first guess is a wrong scene scale. maybe post the file, max version, rayfire version for us :slight_smile:


#555

Max 2009, Build 13402.
File is here http://www.dustinproductions.com/wip/RF03.zip

Thanks for looking.
David


#556

Is anyone using rayfire with a render farm?

Do you install just the latest version from the website or is there a different build download with the latest build?

When you use the software, you can update from inside it.
How do render nodes update?

Thanks,
David Dustin


#557

You don’t have to update RayFire on render nodes at all.
In this update I did not modify RF_Bombs class object anyhow, so, don’t wary, just install it.

Also I tested Your scene and descried that Your reactor debris are very small for reactor engine.
It just can not simulate such small objects, actually reactor very constrained engine.
I created reactor debris in case users will want to simulate big debris from holes, for small debris better to use particle debris.
But PhysX engine in 1.4 doesn’t care about objects size at all.
So in 1.4 this problem will be fixed.


#558

Thanks for the quick reply.

David


#559

I just found out that it is one of our scripts’ callbacks that is interupting the mouse calls in rayFire, so when I disabled our script the mouse fragmenting worked fine! Son it was not a RF problem!! :slight_smile:


#560

I’m trying to explode 1 impact object and nothing happens, but when i fracture same object then it works, is that any way to explode unfractured raw objects?