Changelog

RayFire Tool 1.5

Build 1.5.0

  1. Support for new PhysX plugin v.2.0, 32 and 64 bit. Warning: for RayFire Tool 1.5 you need to get it and install manually.
  2. Ability to use Home Grid as infinit Unyielding plane. Check box in Unyielding Objects rollout
  3. Removed Mass property in Impact and Inactive rollouts.
  4. New Density property in Impact, Inactive and Unyielding rollouts
  5. New Density property in Custom Properties.
  6. Removed "Simulate group of objects as one concave object" feature due to new PhysX plugin restrictions. Will be added back later.
  7. Removed "Demolish group" feature. The same reason.
  8. Removed "Gluedemolished" and "Glue linked" features. Will be added back later.
  9. New "Remove PhysX modifier" tool in Tools menu.

RayFire Tool 1.46

Build 1.46.0

  1. Wood splinters fragmetnation type. New fragmentation types creates wood splinter like fragments along objects Z axis direction. Might be unstable on hi poly objects. With very few iterations and average noise value can create hundreds of splinter, so use it carefully
  2. Deactivate animated Impact objects. Ability to deactivate animated Impact objects so later you will be able to activate them. Deactivated objects keeps their original animation and behaves like unyielding objects until something will activate them. After that they will become dynamic.
  3. Deactivate Impact objects checkbox in Custom RayFire properties. In this way you can deactivate only objects you need, not only static or animated Impact objects.
  4. Demolition Depth ratio. Value which defines how many iterations RayFire will use to demolish fragments from each next depth level. For instance, if your iteration is 100, on first level your object will be demolished on 100 fragments, with Depth Ration 0.3 each new fragment will be demolished further on 30 fragments.
  5. Demolition by RF_Bomb. Using that feature you can demolish solid objects using RF_Bombs and explode created fragments at once. Useful for exploding glass like objects.
  6. Reduce Keys function it tools menu. Allows you to reduce unneede position and rotation keys for objects and decrease scene's size. More then 200 times faster then original max's Reduce key function
  7. Glue radius. Allows you to define glue distance between objects which you want to glue.

RayFire Tool 1.45

Build 1.45.0

  1. Glue. Allows you to glue objects together and break connection between them during simulation. Three types of glue available.
    "Glue demolished objects" - glue together demolished and fragmented objects, including demolished groups.
    "Glue objects in groups" - glue together objects in groups, objects should be positioned close to each other.
    "Glue linked objects" - glue together linked objects
  2. Deformable\Pointcached objects support. Allows you to use deformable objects as Unyielding objects and affect on simulated objects.
  3. "Simulate by timeslider" checkbox. Allows you to create simulation by manually dragging timeslider. Useful for simple quick simulations.
  4. Edited User Interface. All rollouts logically separated from each other.All shooting rollouts now in one tab. All fragmentation rollouts in another. Reactor rollouts in third and so on.
  5. "Treat group as" selection box. Allows to define how RayFire should treat groups. Two types for now: "One concave object" - allows you to simulate group as one concave object and demolish group later. "As group of object" - simulates each object separately keeping them in group, also gives ability to glue objects.
  6. "Attach selected" tool. Simply attach all selected objects into one object.
  7. "Bake group" tool. Explode group and bake animation for objetcs in group.
  8. Fixed bugs.

RayFire Tool 1.44

Build 1.44.1

  1. Fixed fragmentation bug with object with seweral mapping channels.
  2. Fixed error for Impact objects righ click on menu button.
  3. Fixed bug with Continuous fragmentation type.
  4. Fixed bug with fragmenting big really objects.
  5. Highlight stuff

Build 1.44.0

  1. NVIDIA PhysX engine support for 3ds Max 2010.
  2. New Custom properties rollout.
    New Custom properties rollout allows you simultaneously set and change physical and fragmentation properties for objects.
    Moreover, properties like Mass, Friction, Elasticity and Material are Interactive. It means that you can change these object's properties while simulation is On and get different results. With such ability You can quickly and easily tune up your simulation set up.
  3. Motion inheritance property for PhysX simulation. Gives you ability to speed up or slow down original object's animation after simulation started.
  4. Fixed bugs.

RayFire Tool 1.43

Build 1.43.00

  1. Voronoi fragmenation types.
  2. Fragmentation by shapes
  3. Continuous fragmentation.
  4. Affect on Inactive objects by Unyielding objects for PhysX engine. Warning, this is experimental feature, You will notice error messages in the listenere, but do not warry, all is ok. Also I recommend to shrink max script listener at the left corner to speed up simulation.
  5. Range support for wind space warp. To use Range activate "Range Indicators" checkbox and use "Icon size" spinner to define range.

RayFire Tool 1.42

Build 1.42.01

  1. Significantly reduced "popcorn" effect for PhysX simulations.

Build 1.42.00

  1. Interactive demolition support for groups. Gives You ability to break groups using Interactive Demolition properties.
  2. Minimum size limit for Interactive demolition. Decide if You want to shatter your objects to dust or keep ´em nice and chunky.
  3. Demolition depth level property in custom RayFire properties. Now You can define Decide if You want to shatter your objects to dust or keep ´em nice and chunky.
  4. Substeps support for Unyielding objects. Get precise on your non breakable objects!
  5. Interactive physical properties for Physx dynamic simulation. Gives You ability to change objects physical properties, like friction, elasticity and material interactively even while the simulation is running.
  6. "Simulate as concave" property for unyielding objects. Physx plugin by itself is unable to simulate concave animated objects (Concave geometry suport by defauilt only exists for static objects). With "Simulate as concave" ON, You can simulate animated concave geometry now.
  7. "Activate by texture". Now You can activate Deactivated Impact objects using animated texture.

RayFire Tool 1.41

Build 1.41.03

  1. Groups support. Ability to simulate a group of objects as one solid object. USAGE: just select group or all objects in group and add it in Impact or Inactive list. IMPORTANT: Interactive demolition doesn't support groups yet.
  2. Separated "Update Viewport" toggle in Options menu for dynamic simulation and fragmetation. Turned OFF viewport updating can significantly decrease simulation time.
  3. Fix. "Bake Animation" mode automatically turns ON "Move Timeslider" property since it is useles to create and bake animation with unmoving time slider.

Build 1.41.02

  1. Collision damping property for Physx dynamic simulation.
  2. Fixed bugs.

Build 1.41.01

  1. Interactive Demolition System ( IDS ) for NVIDIA PhysX engine.
    Creates dynamic simulation and demolishes objects accordingly to their material and collision strength. Each fragment can demolish further with proper amount of collision strength.
    Different material types for simulation characteristics: Metals, Concrete, and Glass.

  2. New Stick Selected To Mouse feature for NVIDIA PhysX engine. Gives You the ability to effect objects right inside dynamic simulation.
  3. Fixed bug with Bomb's range visualization. Now You can Turn On or Off Bombs range via Options menu \ Show bombs range toggle.

RayFire Tool 1.4

Build 1.40.03

  1. New Time Scale property for dynamic simulation. This property interactive for PhysX dynamic simulation.
  2. New RF_PhysX object in Helpers\RayFire Tool category. Allows You to animate physical properties for PhysX engine. You should add this object in PhysX Influence list to make it active.
  3. RF_Bomb object moved to Helpers\RayFire Tool category. IMPORTANT: Old Geometry RF_Bomb object not supported anymore.

Build 1.40.02

  1. Fixed bug in Reactor Explosion feature.

Build 1.40.01

  1. NVidia PhysX engine support. Supports for PhysX Rigid Body animation, PhysX explosions and PhysX Demolition.
  2. PhysX influences rollout. ABility to use RF_Bomb, Pbomb, Wind, Gravity and any geometry objects to influence on PhysX animation.

RayFire Tool 1.34

Build 1.34.02

  1. Fixed bug with small objects fragmentation.

Build 1.34.01

  1. Reactor Demolition. Fast and easy way for smashing and falling objects.
  2. New RF_Bomb object. Allows You to set up a lot of bombs with different explosion options.
  3. Custom Fragmentation Options. Allows You to assign custom fragmentation options for each object.
  4. Multiple bomb support for Reactor Explosion
  5. New Reactor Explosion directions:
    Spherical - explodes objects in all directions from bomb.
    Planar - explodes objects in Bomb`s Z axis direction.
    Cylindrical - explodes objects in all directions from Bomb, but only on Bomb`s XY plane.
  6. Fragmentation seed: Using fragmentation seed You can fragment object every time with the same pattern.Set fragmentation seed to 0 to fragment object each time in different ways.
  7. Selection sets: After each fragmentation RayFire will create selection set with created fragments.
  8. Fixed bug with dds textures.
  9. New fragmentation type. Relative to Pivot point. RayFire will fragment objects relative to their`s Pivot points
  10. RayFire saves properties in scene and restores them on scene oppening.

RayFire Tool 1.33

Build 1.33.06

  1. Fixed bug causing Max freezing and crashing.
  2. Ability to choose which method (ProBoolean or ProCutter) use for fragmention. ProCutter more stable, but less accurate. If for some reason ProBooelan cannot fragment object try to use ProCutter.
  3. Fragmentation of parented objects, after fragmentation RF will link all fragments back to parent.
  4. Fixed bug with big (Really big) object fragmentation.

Build 1.33.05

  1. Backup preservation: Before cut fragment RayFire create fragment backup. RayFire restore fragment if fragmentation failed. This significantly reduces fragments disappearing. All backuped fragments will have bright red wireframe. To use this feature check On Preserve Backups checkbox in Advanced Fragmentation rollout.
  2. Interactive selection for Impact Object list: RayFire will interactively update Impact Objects list when you select objects. Using this mode You dont ought to add object in the list every time You want to fragment or explode something, just select objects and do whatever you want.
    To use this feature rigth click Impact list Menu and activate Interactive selection.
  3. Continuous fragmentation: RayFire will fragment object until You push and hold ESCAPE button. To use this feature set Iterations spinner to 0.
  4. Material ID spinner: Ability to set material Id for fragment surface. Pay attention that value should be greater then biggest material ID value of Impact object. Set it to 0 to apply Material ID automatically.

Build 1.33.04

  1. Accelerated fragmentation : New build fragments object 6 times faster. For instance,
    Build 13301 with 300 iterations fragments box 219 seconds.
    Build 13304 with 300 iterations fragments box 35 seconds.
  2. Decreased memory leaking.

Build 1.33.03

  1. Advanced Fragmentation rollout: Some rarely used parameters like Face threshold, Volume threshold, Jitter amount, Detach by elements, Animate impact\fragments visibility moved into Advanced Fragmentation rollout. Also in this rollout added:
    Fill Rifts checkbox - let You create objects which fill rifts.
    Bake animation checkbox - bake fragments in case impact object has animation.
    Quadrangle faces checkbox - make all fragment`s faces four sided.
    Remove middle edge vertices checkbox - removes two-edged vertices after fragmentation is finished.
    Remove angle threshold spinner - defines maximum angle for two edge which shares middle edge vertex.
    You can open Advanced Fragmentation rollout via New Options menu or rigth clicking big "Fragment Impact Objects" button.
  2. New tools in Tools menu:
    Clean up scene from RayFire info - clean all objects from RayFire info.
    Clean up selected from RayFire info - clean only selected objects from RayFire info.
    Detach by element selected - allows You to detach selected objects by element.
    Remove middle edge vertices - removes two-edged vertices on selected objects. You can specify angle threshold in Advanced Fragmentation rollout.
    STL check selected - performs STL check on selected objects, suggest to select objects with errors in case found them.
  3. Upper limit for Step Size spinner in Draw Fragment Mode rollout increased in 10 times.

Build 1.33.02

  1. Scale factor spinner in Reactor Tab\Reactor rollout: Using this value RayFire Tool scale down Impact and Inactive objects before reactor starts creating animation and scale them back after animation is created. It completely removes gaps between simulated
    objects and unyielding objects like ground and walls. Also thanks to this reactor calculates simulation on 20-30 % faster. Set spinner to 0 to disable it. Pay attention that spinner works in conjuction with Collision tolerance spinner.
  2. Explosion radius spinner in rayXplosion Tab\RayXplosion Tool rollout. Now rayFire tool can explode objects in defined radius. Set spinner to 0 to disable it and explode all objects.
  3. Accelerated fragmentation : Improved fragmentation algorithm works on 30-60 % faster.
  4. Automatically defined Bomb object : RayFire marks Bomb objects. So You dont need to define it every time when launching the scene or launching RayFire Tool.
  5. Ability to use biped as unyileding object in reactor simulation. Now You can use animated biped to collide it with Impact and Inactive opbjects