Hmm some weird things happening, i added a sphere to the impact object list and explosion worked but when i remove that sphere, explosion not working with box object is that some kind of bug?
RayFire Tool
No, this is not a bug. Problem is that You just can’t explode one object. You have to define more then one impact object. After fragmentation RayFire automatically adds fragments in Impact object list, that is why explosion works after fragmentation.
Anyway. this is an obsolete restriction, thanks for pointing me on it. I will remove it righ now.
Cool! RF is always getting better, i want to ask another thing, can’t set explosions start time before frame # 6 is that any specific reason for that?
Try as I may, I can’t get my project to work like your rayfire demolition example.
My guess is there is something different in the scale, but without something to go by, we don’t know what the correct scale(s) are.
Might I suggest posting example projects that are setup to where we can run them and see how the settings are?
(still love the product!!)
David
David if you mean many intersections / strange looking movements, yes it’s probably because of object scales as you can see we have limited value in the reactor tab on RF panel it’s 0.5 cm so if you playing objects that have smaller dimensions than this value they may start penetrating each other, i really don’t know is that any simple way to solve this without scaling up but i hope.
Thanks wreath, 
Yes, reactor hates small objects,
It just can’t simulate correctly objects less then about 5 cm (2 inches).
So, just go to Customize\Unit Setups, activate Metric Display Unit scale and set sentimeters there. Then create simple box near Your simulation object to compare their sizes. Also You can use taper of course.
Another problem which I notified is that reactor can’t simulate correctly small objects with mass less then about 1 kilo, in this case object might freeze in the air and reactor says something like “Object is too small. Removing from simulation”. So if You use “Set mass by material” RayFire will apply mass to objects accordingly their material and volume. But since it is useless to apply mass less then 1 kilo, RayFire will apply default 1.4 kilo for all small objects, and because of this You can get really small objects (111 cm) with gigantic mass for theit volume. This is another reason not to use small objects.
Ok, What is the size of Your simulation objects?
- My simulation objects are 1000 cm square.
- Project file has been emailed to you
- My floor box has been set to as dense as I can make it in max (200 divisions x 200 divisions) yet my objects fall through (collision tollerance has been set to .5).
- I converted my project to metric. Not to “americanize” this disscusion, but we work a lot with accident reconstructionists who work almost exclusively in Decimal (sometimes fractional) inches. Is there a good guideline for setting up objects?
Best regards,
David
Well, first of all.
- Reactor does not care about Your ground object mesh density, in case You did not use Concave simulation geometry. It cooks it’s own optimized geometry for simulation.
- Your Gravity increased in 5 times. This is might be the reason why fragments fall through the ground. I decreased it to default 1.0 value.
- 0.5 cm collision tolerance too low for 1000 cm falling objects, You can easily increase it up to 5 cm.
- Scale factor 10 is too big value, keep it in range between 0.5 to 3.
I emailed scene with fixed properties and created demolition to You.
As You will see all works fine.
Yes, I finally got EULA from Nvidia and now free to release new version.
RayFire Tool 1.4 will be released on Monday (11 August).
Nvidia PhysX engine support will be only in 32bit version.
There will be Demo version with few restrictions for public.
It will cost 255$.
Also there will be charge in 45$ for 1.31, 1.32, and 1.33 customers.
1.34 customers will get it for free, because they did not get yet any free new versions as other customers, I think it will be fair.
Also I want to mention that this is only beggining.
I added just the basic PhysX Rigid Body support in RayFire.
Later there will be more cool stuff, like cloth, soft bodies and metals.
Absolutely awesome news.
Fracturing non-deformables is fun, but are you going a step further?
Soft body/metals are you saying this can be deformable, like when say an oil can explodes and banana peels the metal? Or am I just getting overly excited?
Heh, for now You are over exited. 
I can’t say anything for sure right now, but I have a lot of ideas,
which I will try to implement step by step in near future.
There is a recent demo of the metal cloth feature here:
http://www.youtube.com/watch?v=yvUSaNiiYo0
Check it out 
Hah, Vadim, still can’t wait to try it out:)
recent demo
That is just sweet.
More improved version of what I saw on the TP3 deformable video. Wondering what they used? if it was some in-house stuff…didn’t see anything but the vids on there sight.
That one is from a game engine, but it’s the physx solver, so it’s coming to max at some point.
Quote:
“Nvidia PhysX engine support will be only in 32bit version.”
Will there be support for 64bit systems in the near future?
There is no 64bit version because there’s no 64bit PhysX for now. NVIDIA should make the 64bit at some point, but they haven’t disclosed when.

it´s Siggi Zig Zag Siggraph time, bwwwwoooooy!