RayFire Tool


#1561

You get a workstation license, do your work, bake as keyframes, render on normal max with no rayfire.


#1562

Thanks Hristo.


#1563

I’m just making this replay to be able to subscribe to the topic, thanks :slight_smile:


#1564

hi,
i´m using rayfire 1.5 and whenever I run the realtime playback simulation, the collision damping value seems to work fine, but if i´m using the simulation to bake the keys, the vale gets ignored? any one else having the same issue?
also are groups working on 1.5? i´ve watched the tutorials but whenever I try to use groups I get an error about a callback or something and rayfire stops working…any help really appreciated
I´m using windows 7 64 bits,

thanks a lot


#1565

Sweet… We just picked up a seat for us at Thq |Volition… going to see a lot more destruction in game now that’s for sure.


#1566

Using PhysX, does volume geometry such as a box, deflect better than a plane?


#1567

Yes, it does. :slight_smile:


#1568

So by default volume geometry deflects more consistently than those old ass 3ds Max deflectors :slight_smile: Thanks Mir, volumes it is.


#1569

how long has it been taking for Nvidia to get back to people with new account requests? Seems like its taking forever.


#1570

They got back to me in a few days but it took like two weeks to get my account sorted out so I could download the plugin. It looks like they are out on business according to the Support Center.


#1571

I had to go through this BS the other day during a re-install. I managed to find the download somewhere else, but I’m probably already saying too much.

This was for Max 2010 64 bit. What a hastle it is making people register for something that should be on their ‘Support’ page. If it were an automatic approval process that’d be fine, but some of us have deadlines.


#1572

Wow…Did u develop the plugin by yourself Vadim? It’s awesome.


#1573

He had Mad SkillZ help him


#1574

Hi,

i have a question about Rayfire.

How can i simulate a metal bend with Rayfire, i will simulate a building destruction with metal-strives they are bend from the weight. Is this possible?

sorry for the bad english :wink:


#1575

I don’t think Rayfire would do that. You could maybe mimic some bending with the Glue options, high binding, and lots of fragments.

Honestly though you’d be better off building your structure with metal beams, getting the beams collapsing and deforming each other (PFlow Box 2 comes to mind), then bake that into geometry.

Afterward you could use box 2 again to do a birth grid and make your walls out of bricks or whatever. Bake that to geo as well. With your beam system and bricks baked into geometry, the beams you animated should be set as unyielding and the bricks “impact” so the bricks get pushed and smashed by the deforming beams.


#1576

Hey ya’ll. I’ve been tinkering around with Rayfire in 3DS Max 9. Awesome plugin. If you look at this example video:

Rayfire Test 1

I have a sphere hitting the top part of a box, kinda like a meteor hitting a building and causing destruction and all that jazz. Well I got it the way I want it but as you can see the top part of the box or building is broken off from the rest and not following. How do I get it to collapse once its hit like that? I used the PhysX engine to create the simulation which I think does a far better job then Reactor.


#1577

Hello Mir

Is RayFire still under development or did you stop after v1.5?
Any new stuff on the way in upcoming releases?

Regards
Stefan


#1578

Do you have Deactivate Static Impact Objects checked? It’s in your Simulation properties:
http://www.mirvadim.com/onlineHelp/2_2_PxProp.html

Either that should be Unchecked, or ‘Activate by Geometry’ should be Unchecked. Research to figure out what works best.

  1. Fracture your building

  2. Select the top half of the building. This is the part you want destroyed by the sphere, and the part you want to fall afterward. Add them to Impact Objects. Also add the sphere to ‘PhysX Simulation Properties’ (see the link) and check the box ‘Activate by Geometry’

  3. Invert-select the bottom half of the building and add them to Unyielding objects, along with your ground, and the sphere (if it is unyielding).

  4. Do what you’ve already done, but don’t check Deactivate Static Impact Objects.

The top half of your building will be pushed out of the way of the sphere, and the very top will collapse because they are activated, but the bottom of the building will not collapse because it is unyielding.

The only issue you might face is ‘Activate by Geometry’ you will need to experiment to figure out wether this works best when it is on or off. Remember that it will not work AT ALL unless the sphere is added to the PhysX Simulation Properties list.


#1579

Hey any reason in 1.5 that I can not assign a material to the fragmented chunks anymore. Its always greyed out for me as an option. At first I thought it was a limitation by the trial. However we upgraded to the full ray fire seat and its still greyed out. It was working fine for me in 1.43 but not in 1.5


#1580

I think that might have something to do with the veroni fragment type?
I’m pretty certain it has never worked with that frag type, just the other one’s.