RayFire Tool


#141

Vadim! Amazing tool…

Is there any development on this or is the latest release the final one?

Take care!


#142

Which tool you mean?
RayFire last vesion is 1.16, and I think for now it have all necessary features for creating cool effects.
For RayXplosion since last shared version I added only one feature (direct blow - it blow objects using bomb`s Z axis), also I work a little on fracture rollout. When I finished it I will share new version here and on scriptspot.


#143

Hi, very thanks for this script, is simply brilliant. I have one problem with rayXplosion, Im working with meters. and When I create an scene, my objects are interpenetrating with other objects. Its like the col. tolerance is to high. When i setup the same scene manually i dont have this problem. Maybe its for the units? thanks.
with the tool fracture inside rayxplosion, can you explain the fragmentation type fragmentation object? I have some problems with it. When i put for example 15 fragments i only have one fragment.
If I put 100 fragments I have like 30 little fragments and one very very big fragment, is this a bug?


#144

Sorry, You can change it in utility panel of reactor and affect the script. :slight_smile: I notice from this now.


#145

Hi, pyroskat. Thanks for remind me about not finished RayXplosion. Yesterday I Finally find some time and finish reactor rollout, modify fracture rollout and put it all on Scriptspot.
Check Signature.
And here:


#146

great to have an update! :bounce::thumbsup: just yesterday i usd RayXplosion works like a charme! i´l promote the update.

kindest regards,

anselm


#147

Hi all, I spent last few days improving RayFire and here new version 1.17.

Updates:

Since I added Custom feature I can create any objects with any animated parameters.
All other stuff (lights, smoke, debris, decals) became not so useful, that`s why I decide to improve this part.
First I added variation spinners for Smoke and Debris and size and speed parameters for bullets.

But the coolest feature is that now all stuff spinners (except holes, bullet speed and subdivide level) became really interactive.

Even if You create some stuff, exit Max and load scene again you will still keep ability to change properties in all created stuff through RayFire.

Just check on Global Interactive checkbox before change any parameter. Also this feature works with debris reference, debris deflector and light color.
This is last update for next two month.


#148

great update on the property change and spinner thing! downloaded right away!!!

:slight_smile: kindest regards, pal

anselm


#149

Thanks Mir

Enjoy the summer :smiley:


#150

[left]Hi, yesterday I decided to add in RayXplosion one my new idea - Debris. [/left]
[left]With this feature RayXplosion will create additional objects before explosion and then explode them too. You can use active objects as debris or define them manually.[/left]
[left]Here small tutorial about this feature and new version 1.4[/left]
[left]RayXplosion Debris Tutorial - Rapidshare - 13 MB[/left]
[left] [/left]
[left]Tell me what do You think about this feature. [/left]
[left]Thanks.[/left]
[left] [/left]
[left] [/left]
[left] [/left]
[left] [/left]


#151

Simply wow! Thanks thanks thanks! this new feature is very cool. I dont know how is blastcode for maya but this script is really a pro tool. Debris are fantastic!
This guy from fxwars: http://forums.cgsociety.org/showthread.php?f=139&t=500444 use a plugin for lightwave. I really like the cutting and clean effect that he makes in this bridge. Is this possible with this plugin?
Very good job, thanks so much!


#152

such a nice addition!

lots of debris :smiley: i´ll try that out tomorrow.
it would be nice i you could add scene states to render like debris only, active objects only…to have a kinda pass management. i thought about that using RayFire because if you mass up the scene objects lots of stuff is going to happen. the tool gets really complex! which is more then great! a true allrounder and must have for a VFX artist!

kindest regards,

anselm


#153

After playing a little wiht rayxplosion my two suggestions:
On unyelding Objects options why I have mas? this objects will be not calculated on the simulations, no?

One very good feature will be that you can choose some objects on the active list objects and select differents mass for different objects (variance is a cool feature but some time you need to specify some mass for a special object. and the same for the inactive objects.

Sorry for my bad english I hope you understandme.


#154

Thanks PsychoSilence and Pyroskat, I will think about scene states, its good idea. Also I will remove mass options for unyelding objects, its my old mistake.
If You want to apply different mass to active or inactive objects manually, just check off Create Anim. checkbox and rayXplosion will create only base animation for explosion. Then select objects and apply preferences you want manually, after that simply create animation using standard reactor Create Animation button. Actually this is only way to use Havok 3 solver which is much faster then standard Havok 1. In tutorial I used Havok 3.


#155

Ok, thanks. One error that i have is that when I defract one object with xplosion tool, and I do a scene undo (control z) max 9 crash suddendly.

There is any possibility that when I’m on interactive mode I can create holes and make the reactor works at the same time? at this moment I only can chek one or the other tool.
Thanks so much!


#156

Thanks for note, I will fix this error as in RayFire.
In earlier RayFire version I tried to combine Reactor Hit and Hole features but for some reason
max sometimes shown me note about very serious error and crashed. Proboolean is very powerful tool but it`s so unstable. That why I separated these two features. Only can say that it looks very cool, You shoot one object, hit and create holes in it and next bullet shoot and hit object behind first. Maybe in Max 10 this error will be fixed.


#157

Debris is great! Script seems to run alot better since I tried it last. Nice:D Thanks!


#158

Thanks Johnny.:slight_smile:
to PsychoSilence: I didnt decide yet how to add render passes in RayFire, but I quickly add two buttons for each stuff - Select All and Hide\Unhide All. Its especially useful for smoke and debris. I think these buttons will make workflow faster and more convenient.
Here small update:


#159

I think that this will be in the front page soon. :slight_smile:

You are doing an excellent job mir-vadim!


#160

Yeah, there are a lot of people who thought like You. :slight_smile:
I think this thread will be in the front page only if I create something like Nucleos for Max. :banghead:
But thanks anyway.