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Debris Reference List

In document RayFire Tool 1.43 Help (Page 38-43)

Geometry objects inwhich RayFire uses as debris references. If you didn't define any debris references RayFire will use boxes.

Reactor Debris

If you checked Reactor - Explode Debris References ON in the Debris group, RayFire will create geometry objects from the Debris Reference list at each impact point and explode them using reactor. RayFire will also animate their visibility. Pay attention to the explosion properties - explosion strength and explosion rotation RayFire will use the Reactor Explosion Options from the RayXplosion Tool rollout.

Amount : Total amount of reactor Debris. Second spinner will add variation. Size variation : Size variation in percentage. 30 means that the object size will be in therange between its original size and (original size * 1.3)

Distribution radius : Maximum distance from the impact point. Reactor Debris uses reactor to explode objects, to avoid penetrations at the moment the

explosion occurs they must be positioned some distance from Impact object. Explosion direction : Defines explosion direction. Reactor debris uses

RayXplosion tool for creating explosions, it needs bomb position. Using this spinner you can define position of the bomb.

0 means that bomb will be exactly at impact point, in this case explosion angle will be 180 degree.

0.3 means that bomb will be inside impact object and explosion angle will be less then 180 degree.

-0.3 means that bomb will be between gun and impact point. This is useful if you shoot a thin wall.

Simulate Debris from previous shot :

When ON, Reactor will simulate Debris from previous shot as well, it means that all debris from the previous shots will interact with debris from current shot. Pay attention that each shot will take more time to simulate because reactor will simulate more and more debris.

When OFF, Reactor will simulate debris only from current shot.

If you checked Explode Fragmented Predefined Holes in the Debris group, you can use the Holes - Predefined impact deformation and RayFire will fragment predefined holes using ProBoolean Fragmentation options in the RayXplosion Tool rollout and explode them using reactor. This feature only uses the Explosion direction spinner from Reactor Debris group.

Tip: You can totally explode an impact object after the first shot by increasing hole size in Holes rollout. In this case RayFire will use the whole object as a hole object. It will

GEOMETRY TAB 

4.3.1 Decals

In this rollout you can define the properties for decals and bullets.

If you checked Decals in the Effects group, RayFire will a create plane with animated

height and width and apply a procedural decal texture to the plane. Later, you can pick this material from the Decal plane, modify it or apply your own texture.

Size : Plane size. Second spinner will add variation.

4.3.2 Bullets

If you checked On Bullets in Effects group, RayFire will create box and animate its position and visibility. Also you

can use any other objects instead default box. Size : Basic Size for thebullet.

Length : Bullet length.

Speed : Defines how many frames it will take for the bullet to move from the gun to the impact object.

GEOMETRY TAB 

4.4.1 Displace

In this rollout you can define the properties for Displacement.

If you select Displace Impact Deformation in Impact Deformations groups, RayFire will subdivide each impact face, create at this face Displace space warp object with a

procedural map for strength and animate the strength property. After that RayFire will bind this displacement to the Impact object.

Pay attention that original impact objects will be hidden and all subdivide operations will be produced on their copies.

Bake animation : By default RayFire uses standard Select and Link function to link Displace space warp with impact object. But in case impact objects are skinned or

pointcached or deformed in any other ways you must bake displace space warp position and rotation at each frame.

Subdivide Level : Number of times impact face will be subdivided.

Strength : Strength for displace space warp. Size : Length and width for displace space warp. Second spinners of each will add variation.

Tip: If you want to apply your own map for strength, just select one of the displace space warps, then drag and drop a Gradient map as an instance from the image group to the material editor. After that you can modify this gradient map or exchange it with your own map. This will affect all of the RF displace space warp objects.

4.4.2 Reactor Hit

In this rollout you can define the properties for Reactor Hit.

Reactor Hit strength : Hit strength for the Reactor Hit impact deformation. Increase it to make the interaction stronger.

Reactor Hit additional time : adds additional frames to the reactor simulation. For instance, if you want to simulate shooting with Reactor Hit Impact deformation between 10 and 70 frames, it means that reactor will create a simulation between 10 and 70 frames. Setting 20 in this spinner means that reactor will create the animation between 10 and 90 frames.

Inactive Impact objects : for instance, if you want to shoot several Impact objects with Reactor Hit Impact deformation. RayFire will create an animation for each object that is hit. In this case, the checkbox is OFF, all other Impact Objects in this simulation will be treated as Unyielding objects and the object that was hit will collide with them but reactor will NOT create animation for them. When this checkbox is ON all other Impact objects will be

treated as Inactive objects, this means that after an object is struck it will collide with them and reactor will create animation.

In document RayFire Tool 1.43 Help (Page 38-43)

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