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1.2 Impact Objects Properties
In this rollout you can define physical properties for Impact objects.
RayExplosion Reactor


Impact and Debris Properties

Simulation Geometry : Geometry for physical interaction during simulation.

Very Important Note: When PhysX engine is defined this dropdown list is greyed out because PhysX engine automatically creates for all simulated dynamic objects simplified convex geometry. For now PhysX engine unable to simulate dynamic concave objects at all. That is why your fragmented objects at the begining of simulation might explode, even though original objects do not interpenetrate with each other, their convex version do, and when simulation starts fragments try to push each other from their local space. To prevent this use Voronoi fragmentation types because this fragmentation type creates clean convex fragments or set Fragmentation Noise to 0. The obly wa to simulate dynamic concave objects is to combine several objects by standard max Group function. In this case group of objects will be simulated as one solid concave object.


Material : Material presets, use these to quickly assign Friction and Elasticity on next two spinners.

Important Note: Defined material also define objects solidity for Interactive Demolition simulation. To demolish concrete you will need much more collision force then for glass. Pay attention that it is impossible to demolish objects with defined any of the metal materials. Also there is special rule for Glass and Ice materials. use them in case you want to demolish objects with transparent material, in this case RayFire will fragment object but will keep original geometry, it will animate visibility for Original geometry and for fragments, so abefore collision on your render you will see solid geometry and after collision you will get fragments.


Mass By : Method which RayFire will use to assign mass for to the Impact Objects and Reactor Debris.
Random: range : RayFire will apply a random value from the mass range to each fragment.
By volume: range : RayFire will distribute mass from the mass range to each fragment using the fragments volume. So the smallest fragment will get the minimum value from range and largest fragment will get the maximum value from range.
By material density : RayFire will apply mass to each fragment using the fragments volume and material density.
Mass range : First spinner: Minimum value, Second Spinner: Maximum Value.
Friction and Elasticity : RayFire will assign these values to the objects.



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