RayFire Tool


#861

I think i just wet myself after seeing the voronoi fragmentation.
Awesome!! :thumbsup::thumbsup::thumbsup:


#862

mir - great work with strong potential. The voronoi fragmentation is what PIXAR (in Cars, how McQueen got the roads damaged) and others may use for visual effects & breaking (walls, roads, bridges), a dependable 2D or 3D shape to use to add order in chaos; and these shapes will also complement themselves to adjacent neighbors.


#863

Cool, I didn’t know that about Pixar. Now, that I think of it, it has another benefit - it produces all-convex fragments :smiley:


#864

Hey guys check out my new shot:

http://cg.glacierise.com/animation/bar-be-gone.mov

Lots of Rayfire, much more then it’s visible in the end product in fact.


#865

i can’t get PhysX to work :banghead:

i have an 9600GT with the latest Drivers from Nvidia and im downloaded the PhysX engine what is posted here but i can’t get it working.

and thinking particles with Physx not working too, anyone can help me?


#866

Are you trying to run it in 64bit? Physx only works in 32bit.


#867

@Glacierise

It works pretty well… a bit toonish in style and the waterdrain tube falls down a bit slow, but otherwise its really good. fumeFx smoke hiding away stuf works REALLY well aswell!

keep it up!


#868

ia, dumb me, i read that in the TP forums… and that’s the problem… i tried in 32 bits and works fine

thanks!


#869

Hi everyone, just thought id share this small test, with the new voronoi fragmentation method. Its nothing out the ordinary but it works quite well however.

the plane is inactive at first and is pre-fragmented in like 150 pieces. the boxes and the small fragments of the plane are simulated along the calculation. a substep of "5" (default) was used. the plane has "glass" preset and the boxes "ice" preset for friction and elasticity.

[http://thomaskc.dk/wip/3dsmax/rayfire_voronoi_simulated_fragmentation_render.mov](http://thomaskc.dk/wip/3dsmax/rayfire_voronoi_simulated_fragmentation_render.mov)

I rendered it with vray just to see if I could make the gi not flicker... I will let it be up to you guys to consider how succesfull that ended hehe.

hope you like it.

#870

That looks very nice, Voronoi fragmentation is more promising then I first thought! How’s fragmentation times?


#871

If anything the fragmentation times are faster! so surely worth using.


#872

Voronoi is great, looks good :slight_smile:


#873

Faster, that’s great news! It also looks cooler, and produces convex, physx-friendly shapes… Looks cooler and cooler!


#874

is there any impact-based fracturing planned in the future?


#875

There already is an impact-based fracture :slight_smile: It’s called Rayfire Demolition.


#876

Yes but looking at the demonstration video it seems like it fractures the whole object gets fractured and completely falls into pieces.

What i mean is fracturing locally (only the area of impact with some falloff based on the strength of the impact). Is that possible?


#877

@CHRiTTeR

you are absolutely right, right now it does fragture the whole object, but based on impact. That is why i prefragturet the plane in my test a bit, so it could impact fragture as it hits the ground instead of everything becoming small fragtures at first hit.

But i guess Mirv would have to answer if its possible to make it use two different fragmentation values for impact. So that a box first will be fragmented by like 35 when it hits, and then the area hitting is refragmented with like 150.


#878

Yeah what it does now is fracture based on impact point (not shown in the last video you saw), but it doesn’t limit itself to a radius. I talked to Mir about that, and he took it into consideration :slight_smile: For now, I use a sphere to cut off a piece, then fragment it.


#879

Hey guys.
Just wanted to say congratulations and thanks to Mirv for making Rayfire. We just bought a copy for work (Mainframe.co.uk) a couple of days ago and its gonna help us tremendously in january.
Its an awesome plugin Mirv, keep up the great work.
Also nice to see a lot of familiar faces from the pflow thread. Not sure you guys remember me but i used to hang around there a lot. :slight_smile:

i havent had to much time to play around with rayfire but I would like to ask a question about rayfire and fumefx.
How would you guys go about using fumefx as very fine dust between the cracking geometry.
ive been thinking about spawning particles in the cracks if the velocity changes by a certain speed. Havent had time to try it yet but thats the easiest setup i could think of a the moment. Do you guys have any suggestions?

Also reading about local fracturing one feature I would like to see is % dials for biggest to smallest. so lets say a box hits the floor with 90% size i biggest value and 1% in the smallest it would fracture the object with one piece that is 90% of the original geometry and the rest of the fractured pieces scaling down to 1% of the original geometry to the impact point. if you set your fracture setting to 3 pieces it would give you one that is 90%, one that is 9% and one that is 1% of the original size.
Obviously I havent thought this one through completely since Ive only played with rayfire for about 2 hours but I thought it could be an idea worth sharing.

Anyways, great work Mirv and merry christmas to all of you.


#880

I guess that with the Voronoi fragmentation there will be a different set of controls possible. On your first question - What I routinely do is to make rayfire assign a certain mat ID on the new faces, then use PFlow or TP to spawn particles on that material ID, and spawining when particles are moving - either with spawn by distance travelled in PF or with a condition in TP.