RayFire is developing for Artists and by Artists, we know how to make workflow Easy to learn and Intuitive to use but still provide High Efficiency. It will be enough to watch one hour of video tutorials to start using RayFire in your projects. We really want you to start use RayFire and have Fun from it as soon as possible so just Install it and Use. RayFire license is Perpetual and provides one year of Support and Maintenance which includes all new releases for Free.
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Cerca en aquest lloc. Home 3D Estructures Energia solar Contacte. We will cover here the basics of object dispersion with rayfire and physx. First of all we will explain what are this 2 plugins. Rayfire is a great plugin made by Mir vadim, you can download a 30 days version here. The software is first created for shooting 3d objects; the plugin evolved and now you can do a lot of things: breake objects, shoot objects, interactive physics in viewport, all type of destruction, put decals based on impact, particles or fumefx simulation based on impact points Rayfire make the calculations for fragmenting objects and also calculate physics of objects.
You can use for this calculations reactor or physX. Reactor is knewed for all 3ds max users since its integrated in it since early versions of the program, so what is physx? PhysX was first a company that manufacturated hardware cards in conjuntion with the software that improve the physics calculations a lot; then Nvidia buy the company. In first versions it was need to ask Nvidia for a version of physX to work in 3dsmax but since 3dsmax SP1 its integrated in it.
In this point, why I need to change reactor for PhysX? PhysX is lot more stable, and faster than reactor. In reactor you need to define a distance to prevent intersections between objects, in physx this distance can be 0 as real life. In reactor you always have problems whith stopping objects, when its suposed to stop they flicker overtime.
So its PhysX better than reactor? In some aspects yes, but its a relative new software and have some limitations like a few constraints compared to reactor there is no suport to softbodys or cloth, you have problems with concave objects But if you have solid convex objects sure physx is your engine.
You can setup your scene with physx alone, but sure that if you use rayfire interface your setup will be done with half of the time. We will start:. PhysX is a free software, if you dont have 3dsmax SP1 or newer you can install rayfire as well and then install PhysX manually from here. My scene will be a lot of ipod nanos together, here are the model of the nanos with diferent colors every one.
All the components of the nano are in the same editpoly. We will put this objects with the help of rayfire and physx in a vase. We will create a cilinder for the base or you can use some model you already has :. This is a cilinder, I aplyed an edit poly and removed the upper tap. We want a lot of objects so I instanced them a lot of times:. The problem here is that all the objects will fall in the same direction. If we want a more interesting and natural final composition we need to rotate them individually and in random directions first.
I use for this a blurscript , they have a lot of scripts that are really helpfull for me most of the time. In the webpage you will see that the last version is for marx 6 and 7 but it works for this moment until max So follow the installation instructions. Go panel control, select Maxcript, then runscript and look for Random Transform.
Use RxRyRz, rotate and relative. Put in low angle and in High Angle Select all the objects and remember to put the transform pivot point individual for every object.
Then click on Transform, this steps will save a lot of time instead of rotate element by element. You need to go to menu create, and under 3d objects you will find rayfire, open it.
You will see 6 diferent elements for rayfire, but for only use physx we only need the first "Objects" and the second "Physics". Lets move to objects, the first we will find is Impact Objects, this objects will be this objects that will interact with gravity and the other objects.
Is as easy as select all the ipods and clic on Add icon. You will see your name objects in the list. For this moments dont touch impact objects properties; if you want you can change thinks like density, friction and elasticity. We want that the cilinder interact with the ipods but dont be affected by gravity if we add the cilinder with the impact objects, will fall with the ipods so for this is unyelding objects. Just select the cilinder and clic on Add. We need to do something more. So the normal of the faces are pointing in the direction of the collision with the ipods.
Lets move to the physics elements. Substeps is the "quality" of your collisions. If you increase this, calculations will be slower but the objects will not fly through walls. Ok, your objects are in position, when you see than in some frames there is no movement, you can stop the simulation.
Your simulation is done, but maybe you want a render of your objects falling from this container. All you have to do is move your time slider to the end of the simulation. Select all your objects; select all the keyframes and delete all of them. We will start: PhysX is a free software, if you dont have 3dsmax SP1 or newer you can install rayfire as well and then install PhysX manually from here.
We will create a cilinder for the base or you can use some model you already has : This is a cilinder, I aplyed an edit poly and removed the upper tap. We want a lot of objects so I instanced them a lot of times: The problem here is that all the objects will fall in the same direction.
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