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  • Please make RayFire Tool TUT.

  • is there a fix for the "tolerance extremely low" problem ? please respond

  • @MegaTorontoRaptors

    Looks like you use reactor. I really advice you to use PhysX, it is much faster and better.

    To get rid of extremely low tolerance you can increase Collision tolerance value.

  • @MirVadim you mean col. tolerance in the Havok 1 world rollout ? if yes , how much?

  • Rayfire is the one reason i want 3DS Max. Otherwise I'm completely fine with blender.

  • i would like a tutorial to teach me something like this!

  • what you have for a PC System???

  • RayFire runs quite nicely on my laptop. 2GHz AMD Turion Dual-Core processor, 4GB RAM, ATI Radeon HD2600 512MB VRAM, Win7 64-Bit with 3Ds MAX 2010 64-Bit.

    I'm soon gonna buy a new WAY more powerful system, but it's good to know it runs well on my current one. Well done!

  • WHO BROKE MY COLUMN?

  • What fragmentation type i this?

    Also, what would the settings have been?

  • Awesome way to wreck a column! nice! what is your render time for this scene?

  • awesome :DDD

  • That, was awesome.

  • i wish I could just drop a brick like that onto Washington DC

  • Moral: Dont drop bricks(specifically red ones) on antique columns that say dont touch.

  • Rayfire Link Download please, for 2011. thanks

  • What the hell kind of red block is that?

  • Shit I dropped my red block I had no idea that was down there I'm so sorry :(.

  • ive never worked with rayfire before but from the videos that ive seen on utube houdini is far more superior than rayfire(and way more expensive).

  • how does 1 little tiny red block destroy a pillar? lol... anyway well done :)

  • if you dont beleve me just ask MirVadim, he would know of a better way to explane it, cause its just a fracture tool, not a destruction simulation tool, and yes it is very essential, doing this by hand would take forever, but its not physicaly correct, its just a very close guess by some clever numbers, and some smart fracturing,...

  • Ray fire is just a pluggin, that fragments and objects and uses another pluggin to simulate the physical resault of an action,.. am i correct? i dont think it does any actual physical simulation on how a particular substance breaks. like the houdini tool, wich simulates the structure of the object and the diferent points of gravity, then calculates the week points, and fractures the object there after acording to the animation not prefracture like ray fire does, you can all do this with just max

  • @15Protech This isn't prefractured either, don't you understand "interactive demolition". It calculates weak points and the strenght of the collision. Doing all this with just max is a fucking headache, this plugin is essential.

  • @SmokiSounds i can promise you it does not calculate weak points, it just fractures acording to the settings you apply, so if you say fracture from impact i will fracture the type you sett it to from the impact point, or it will fracture the entire object, it does not calculate center of gravity or material density acordingly to the object, that is why this is so fast, it uses the physx engine to calculate where the fractured parts fall after the fracture, that is the only calculation.

  • @15Protech Well of course it calculates density according to the type of object you set it to be. Rock, glass, metal etc. Gravity setting is also present, can be adjusted. It's "fast" only when you have 1-2 demolition levels, at 3 it already takes a good half an hour for a decent calculation. So I still don't see your point, maybe you mean something else??

  • @SmokiSounds hmm,... its har to explane this to you,.. the way it calculates the break with glass and rock and metal, its just a setting for what type of fractured peaces you want, so wood would splinter and glass would realy shatter, but thats not a PHYSICAL CALCULATION, its just a pre-sett style of breaking, as you can see here in the video, the block hits the collum and it fractures, every time there is an impact, and it dosnt break at any week ponts, it just breaks acording to the impact

  • 6 months to render? and to fragment?

  • Прикольно!!=)

  • This rayfire tool looks realy nice.

    But what I see is always complete objects shattering.

    Is there a way to just demolish certain parts of an object depending on it's density and on the force the impact object has?

    ah, and is there a cheap student version or learning edition out there?

    :)

    I always had to use ProCutter and reactor fracture -.-

  • We give physics and all too much accredation. Like this, too many particales. Stone is stone and damn hard to make crumble into a billion pieces like that. Hair isnt easy to make blow in the wind like games. Great job though.

  • one of the best I've seen ++

  • Source Engine already uses this.

  • really good

  • Hi!

    can you tell me please , how to add a texture inside the fragments in Voronoi fragmentation type, or it's not possible? Because when i change it to Voronoi type the Fragment material is greyed out.

  • Great job, nice sim, I believed it.

  • А чем Voronoi лучше?

  • can u get this software and easyly mess about like place object then smash or dose it take time processing it ?

  • its not real time. it take a longggg time to process it

  • now im sad i wish there could make somethin like this were u can destroy things like thAt without process

  • amazing

  • Wow this is probably the best ive seen on youtube!! If I saw that in a game that would pretty muchh be realistic!! :D

  • @BOT101st maybe if the pillars were made of chalk, crumbles way too much

  • ¡MÁS QUE EXCELENTE!

  • 2012 was made with VolumeBreaker

  • i bet they used this in the 2012 movie

  • @jeystonemusic in the movie 2012 was made by Scanline VFX and this company works whit a in-house plugin for 3dsMAX and Maya called Flowline.

  • well looks like this would get the job done too..even better maybe

  • fuckk cant wait till games in the future has these kind of physics built in

  • @NeoNinja7 haha, they already do, He uses the PhysX engine, wich is primarely a Game engine, you just havent found a game that has included so many iritarations in their simulation, exept Half-Life Episode 2 wich has Cinematic Simulations of this magnitude

  • Well they could built it in long ago, and they can do it any day, but that would, of course make game incredibly slow and there wouldn't be any point in playing that game where you have to wait for 10 seconds for just one frame to draw :D

  • @NeoNinja7 red faction guerrilla have something like that

  • @NeoNinja7 Sorry for an old bump, but - Battlefield series might have this kind of physics in 3-4 more releases :D

  • @NeoNinja7 Your dream came true!!! Nvidia's PhysX engine is now utilized by games!!! YAY!

  • please give us tutorial

  • TUTORIALS PLEASE...

  • aaaaaaaaaaaaaaaaaaaaa can u makke tutorial ?

  • Too much particles...

    But it doesn't matter :)

    You're a champion ! :)

  • hah, there areno particles man.

    Everything is pure Rigid Body dynamics. :)

  • Where do you get Rayfire?

  • Looks interestig :)

    That's how fragile our world :-))

  • @MirVadim hey next you should make a row of falling pillars hitting each other and getting destroyed.

  • @MirVadim I like the amount of particles it has... It looks more realistic.

  • @MirVadim think he meant parts rather than particles, as in too much crumbling. :)

  • What render settings and light did you use, its amazing

  • I would say he used a Skylight, or Mental Ray.

    Both of them would create the Diffuse Shadows you see in the Render.

  • Gran trabajo amigo !!!! Cinema 4d??

  • is this a plugin for 3dmax or is it also available for maya?

    thnx alot

  • This is 3ds Max only plugin.

  • dam man . 10/10

    must watch it HD + fullscreen

  • MirVadim, congrats for you the great work with RayFire. I was wondering if you could make a quick tutorial, with this specific test to understand bettter , Voronoi Diagram + Interactive Demo. thanks!

  • hi, im really new to this awesome script and can you please tell me if this "interactive demolition" is explained in your tut., if it is, please tell me which one.... and how did you get so nice shadows(great render) what did you use?vray?

  • Check out my website for tutorials.

    There are few tuts about demolition.

    You can find them in RayFire 1.41 section.

  • i think that this would probably make my

    lap top melt into the ground...

    no way this could be done on a intel centrino

    core 2 duo t8100 @ 2, 10 GHz 2.10 GHz

    and 2 gb of ram, the other 2gb died from over use....

    plus im on stupid vista....

    so am i right, could i try to do this or just, buy a quad? haha.... not any time soon though..

  • PhysX engine which RayFire uses is totally software, so all you need is good CPU. For that shot I used Core 2 Duo 1.83 Ghz.

  • i have the PhysX engine, and i guess i was wrong, maybe i can try this after all...

    so if i want to acomplish this i need to watch this tuts:

    1. PhysX Demolition - Basic

    2. PhysX Demolition - Glass demolition

    3. PhysX Demolition - Advanced

  • @MirVadim

    Me too used Core 2 Duo 1.83 :D

  • why the ALL sculpture are demolished? not real

  • Thats insane

  • Awesome! Voronoi will kick some ass!

  • Nice!!! I love your program! :)

  • Impressive

  • Check out info for HD version.

  • how do you create destruction for already fallen pieces? tnx.

  • This is interactive demolition.

    RayFire demoliition objects while while simulation. In this scene I started with 3 objects. Each fragment can be demoished several time depends on material and collision strangth.

  • so how do i make the piece to fall down( after hit by missile), and only then to collapse?

  • You have to activate Geometry Demolition.

    Depth level 2 means that obhect can be demolished and each new fragment can be demolished also.

    Depth Level 1 means that Impact object can be demolished only once.

    Etc.

  • on what machine you have created the animation?spec's

  • I tryed it in the demo version 1.45 with this setting (3 objects, all fragmented, active Geometry Demolition, depth level 2) but the result wasn't cool like this. What is the secret please? You have some nice animations on your web but your tutorials didn't descibe them. Why? It look like a powerfull plugin so thats a pitty that it can be used only by profi.

  • The point of plugins is to open up your creative possibilities with new usuable features, not just to give you a button to push. There are lots of tutorials to get you started on MirVadim's site, and a forum when you can ask questions. But the point is, as with all things, you need to spend time experimenting with setting and features to get the result that is right for you.

  • @Blindfaze you are correct, but for a Pluggin that you pay for you expect the userfriendly ness to be putt to the extreme for ease of use and more productivity!!, I would rather find either a more Dedicated Pluggin or a seperate Peace of software to simulate my destructive endevours, im not saying this is a bad peace of programing, its great, but there are ways to gett ridd of all the work arounds, so there is only a Button to Press, it realy saves alot of time

  • @Sandonoriko yeah i tried this to, altho i used Reactor and so i couldnt set any Depth Level, and i Got alott of anoying problems with interpenetration so som some of my Fraction peaces falls thru the floor and some lie ontop, and the brake isnt as realistic as this, when i did it the whole pillar shattered the secound the brick hitt the top and then if fell to the floor, and some peaces whent thru the floor like i said, i dont know if this is reactors fault

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