RayFire Tool


#781

Hi, thomaskc.
First of all tell me which physical engine You use.
In case You use PhysX engine and You want to use Interactive Demolition system then You should know that Physx engine unable to simulate concave geometry as concave, it creates proxy convex geometry and use it instead. I guess Your mesh explodes because these convex proxy geometry interpenetrates with each other after fragmentation, To prevent this, set noise property in Fragmentation options to 0.
There is tutorial scene in Scenes folder, just open it and click on Bake Animation. All should work fine.
Also check out all last video tutorials and if You still will have problems, please, post screenshots or better scene.


#782

Ah hi again, It helped ALOT after i put noise to 0,0 when fragmentating objects! thanks


#783

well as a simulator RayFire has safe zones and danger zones, like most simulators. Due to the complex nature of real explosions, in some cases face interpenetration, in PhysX may behave bizarre.

in a way the explosions you were getting are caused by the PhysX plugin trying to cope with the multiple faces that are all bunched up and moving inside each other quickly.


#784

Okay, now things fall more naturally… until they hit the ground… then all hell breaks loose :confused:

Ive tried to increase collision tollerance, added more subdivs, tried different frictions and collision damping… but nothing really helps, just does makes it go nuts in different ways.

If you guys would be so kind and take a look at this preview:

www.thomaskc.dk/wip/3dsmax/rayfire_bounce_error.mov (630kb)

then you will see what my problem is :slight_smile:

and thanks for the help so far!


#785

What is Your substeps value?
I guess You use really high value, like 30 or even more.
Try to lower substeps, 5 will be more then enough.
And let me know how this will help You.

And small advice.
Decrease time scale about on 30 %.
I think it will look more realistically.
IMHO :slight_smile:


#786

Hi again :slight_smile:

Sub steps are at 30 in the test i uploaded, but ive tried anything from 1 - 5 - 10 - 25 everything ends up the same way. However you are right, values between 2 and 6 gives the best results… still jumping around though.


#787

Well, another small advice is to set Collision damping to 0.05 or 0.1.
This one will not help a lot though.


#788

The sometimes “popcorn” we see, could be from convex objects which maybe inside each other.

pops might be a problem in how PhysX handles objects that are close together, and is simulating with a convex hull, but the object maybe concave. those corner fragments maybe popping due to the convex hull around them.


#789

Hi Mir-
I’ve just started getting this error when trying to run a sim. (see attached) Any ideas? This was working fine until now. (Vista 64, Max 2009 32bit) Basically, it just throws up this error and won’t run the sim.

Thanks
Alec


#790

I guess You use version 1.41.03 or 04.
If so, get Your 1.42 version via Customer area.


#791

Thanks Mir-
I have been using the latest version. For some unknown reason, everything works fine now. Rather odd, but seems ok. Back to playing with my favorite plugin.

Thanks again

Alec


#792

Today after few tests I clearly realized that popcorn effect was not so annoying in previous version. After few minutes problem was localized. RayFire 1.42 uses PhysX plugin 1.0.6 beta, and there are few changes which I didn’t take into account when released 1.42.
Anyway, new minor build 1.42.01 with fixed problem just released, You can get it via Automatic Update System.

thomaskc, please resimulate Your animation, I am sure now all will be fine.


#793

Thats sounds excellent !

Are there compiled a demo of this new version aswell? at the moment I am not subscribing so can’t get and test the full version from auto update.


#794

Yes, demo versions with this fix also uploaded.


#795

Now that is just AWESOME!

You really did something right there :smiley:

some data:

collision tol. “0,0”
substep. “3”

here the result, first try after updating:
http://www.thomaskc.dk/wip/3dsmax/rayfire_working01.mov

It seems to work like a charm now! :smiley: I feel I will be making alots of funny things with this :stuck_out_tongue:


#796

Awesome! :slight_smile:
Do not forget to post here Your further animations.
I am just wondering how many fragment there?


#797

Hi everyone,

I have been testing Rayfire (the 1.42 demo), and I don’t understand anything ^^’

I’m just trying to explode a simple window, my scene is pretty simple but anyway… I don’t understand how to do that…

So, if anyone can guide me, because I’m totaly lost.

here is a screenshot

I tried two ways:

  1. with a animated object
  • the pink object is animated to push the shelf into the window (> unyielding and steel)
  • the shelf had to be animated by the simulation and should break the window (> impact object and steel cause I don t want it to be demolished)
  • the window (> inactive object - glass)
  • the other object don’t move and don’t have to be demolished (> unyielding and steel also)

then, I used the Demolition Tool (with break inactive object activated only).

doing that, the window breaks once, but the fragments don’t break when falling on the ground (I tried to put “depth level” to 2, even 3 in “interactive demolition options” but… didn’t help)

  1. whit a RFbomb (and without the shelf… even if I need it)
  • the window as impact object + RFbomb as bomb, and fragmented “by bomb position”
  • then, the fragments as inactive object (glass)
  • RFbomb as PhysiX influence and “activate by force” enabled (many attempts with differents values for strenght, range, etc.)
  • the ground and other objects as unyielding (steel)

but nothing happends when running the simulation (with create animation)
the window fragments just fall down, as if there was no bomb, but just gravity)

I realy do not understand how to set up those things… Why doesn’t it work?
(is it a limitation of the demo version?)

Hope anyone could help,

Thank you,


#798

Hi, kabyll.
Your problem is that You use Reactor Demolition feature and tune PhysX Demolition feature properties. And those are completely different things.
First of all close Reactor Demolition rollout and go to Physics Tab in case You use 32 bit version.
Set Your engine to PhysX, go to Interactive demolition options and activate “Demolish geometry”.Now You can start Bake Animation (button with circle and arrow).
Also do not use simple plane as Unyielding object, give it some thickness using shell modifier.

Thes with You second problem, You added RF_Bomb in Physx influence list and used reactor engine.

I really advice to download and watch few video tutorials, they will really help You.
http://mirvadim.com/index.php?id=tutorials

P.S. I wish for other people to describe their problems like You did. :slight_smile:


#799

I have one problem which I know isn’t your fault Mir, but I’m hoping you know something about. :slight_smile:

64-bit physX support, have you heard any more on that?


#800

Only thing which I know for now is that one of the engineer on Nvidia forum said that 64 bit PhysX SDK will be released in 2009. This is all I know.