ray fire tool help

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RayFire Tool 1.30 Help Features list: 1. Reactor Hit. Creates realistic physical interaction of impact objects with bullets using Reactor. 2. Displace. Automatically subdivides impact faces and creates detailed animated dents using displace space warps. 3. Holes. Creates holes and destruct impact objects peace by peace totally in real time. 4. ProBoolean Fragmentation. Allows you to fragment geometry objects on many peaces. 5. Reactor Explosion. Allows you to realistically explode objects using Reactor 6. Various effects, such as Impact flash, Muzzle Flash, Particle Debris, Geometry Debris, Fragmented Debris from Holes, Smoke, Sparks, Blood, Decals, Bullets and any Custom objects which you can define by yourself. 7. Interactive Layer Manager. Allows you to interactively change properties in the already created effects, select, hide\unhide, freeze\unfreeze and delete any created layer or effect. 9. Multiple animated guns. You can shoot from as many guns as you like. All of them will shoot at the same time. Also you can use each of them as shotgun using several shots per frame. 10. Multiple animated impact objects.Also you can use skinned, pointcached or deformed in any other ways objects. 11. Instant Action. Allows you to create all effects without gun, manually defining all impact spots on impact object. Installation: Install RayFire Tool in your 3ds Max 9 folder. Contact: For feedback, support or other questions either send an e-mail to [email protected] Launching: You can launch RayFire Tool via Command Panel / Create / Geometry / RayFire Tool

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3DS Max RayFire Tool 1.30 Help

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  • RayFire Tool 1.30 Help

    Features list:

    1. Reactor Hit. Creates realistic physical interaction of impact objects with bullets using Reactor.

    2. Displace. Automatically subdivides impact faces and creates detailed animated dents usingdisplace space warps.

    3. Holes. Creates holes and destruct impact objects peace by peace totally in real time.

    4. ProBoolean Fragmentation. Allows you to fragment geometry objects on many peaces.

    5. Reactor Explosion. Allows you to realistically explode objects using Reactor

    6. Various effects, such as Impact flash, Muzzle Flash, Particle Debris, Geometry Debris,Fragmented Debris from Holes, Smoke, Sparks, Blood, Decals, Bullets and any Custom objectswhich you can define by yourself.

    7. Interactive Layer Manager. Allows you to interactively change properties in the already createdeffects, select, hide\unhide, freeze\unfreeze and delete any created layer or effect.

    9. Multiple animated guns. You can shoot from as many guns as you like. All of them will shoot atthe same time. Also you can use each of them as shotgun using several shots per frame.

    10. Multiple animated impact objects. Also you can use skinned, pointcached or deformed in anyother ways objects.

    11. Instant Action. Allows you to create all effects without gun, manually defining all impact spotson impact object.

    Installation: Install RayFire Tool in your 3ds Max 9 folder.

    Contact: For feedback, support or other questions either send an e-mail to [email protected]

    Launching: You can launch RayFire Tool via Command Panel / Create / Geometry / RayFire Tool

  • Important notes. Since RayFire Tool uses reactor intensively, you must use REAL world scale, andInches as system unit scale.

    1. Simulation Objects Rollout

    In this rollout you can define Gun and Impact objects, set shooting properties, execute shooting and useInstant Action feature.

    1.1 Impact ObjectsImpact objects is geometry objects which you want to shoot, fragment or explode.You can use multiple animated Impact objects. Also you can use skinned, pointcached or deformed in anyother way objects, but in this case you loose ability to use some features, such as creating Realtime andPredefined Holes, and Reactor Hit.

    1.2 Gun ObjectsGun objects is objects which will shoot Impact objects from pivot point in Z axis direction.You can use multiple animated Gun objects. Also you can quickly create plane with look at constraint to use it as gun right clicking Menu button in GunObjects list group and picking Create Gun

  • 1.3 Working with lists

    Each list in RayFire Tool has three buttons: Add, Clear and Menu.

    Add To add some objects in the list, first you must select these objects in the viewport and then Left clickAdd button. Also you can Right click Add button to open Selection Floater window and then select objectsinside floater.

    Clear You can clear list Left clicking Clear button. In case you want to remove only on object from the listyou must select this object in list and Right click Clear button.

    Menu Menu button gives you ability to mark objects in the list and later quickly add them in list. Right click Menu button to open Menu list. Pushing Mark objects from the list you can remember objects inthe list, and quickly add them later in list just Left clicking Menu button. You can unmark objects from the listor unmark all marked objects using next two buttons. Pay attention that if you want to add marked object innext max session you must save scene after objects are marked. Also you can automatically add marked objects or add last added objects in the list every time when RayFiretool launched or max file opened turning On Automatically add marked objects and Automatically add lastadded objects. You can use only one of them at a time, or turn Off both of them.

    1.4 Shooting Options

    Start frame First shooting frame. It cannot be less than frame 5. End frame Last shooting frame. Frame rate Shooting rate.Shoot spread Maximum random angle for each shot.Shoot count How many shots will create RayFire at each shoot frame. Increase this spinner to getshotgun shooting, but do not forget increase Shoot spread spinner too or all shots will appear at the sameposition.

    1.5 Simulate Shooting Executes shooting simulation. Be sure that you define at least one gun andimpact object. Pay attention that in case you use some impact deformations, such as: Reactor Hit, Displace,Holes Realtime or Holes Predefined, RayFire will create copies of Impact objects, add ImpactDeformation type to their names, hide original objects and will make all impact deformations on copies. Aftersimulation RayFire will automatically adds these objects in Impact objects list.

    1.6 Instant Action Using this feature you can create all effects and impact deformations without gun. Justchoose some effects, add ONE object in Impact objects list. Push Instant Action button, then start pickingpoints on impact object. All chosen effects will be automatically created at these points.Warning: In case you use impact deformations: Instant Action works directly with original Impact objects,better to save your scene before use Instant Action feature.

    2. Simulation Options

    In this rollout you can define effects which RayFire Tool will create, how they are will link to Impact objectsand impact deformation type for Impact objects.

  • 2.1 Impact Deformation

    Reactor Hit Using this feature you can create realistic physical interaction of Impact objects with bullets.Every shot will hit impact object and create animation for it using Reactor. Displace - Using this feature you can shoot low poly objects and automatically subdivide impact faces to getdetailed dent. After that RayFire will create Displace space warp and bind it to the impact object.Holes - Realtime Using this feature you can create holes in impact objects. Holes will appear in the realtime and Impact objects will get additional geometry on fly.Holes - Predefined - Using this feature you can create holes in impact objects. Holes will be alreadypredefined. Objects which fill these holes will change visibility at 0 at each impact frame. Also usingpredefined holes you can fragment each predefined object and explode them using Reactor at each shot.None Do not create any impact deformations. Use this mode if you just want to create effects like smoke,debris etc.

    2.2 Effects Link Mode

    Attachment Constraint - Every time when RayFire creates some effects it must link somehow theseeffects to the impact objects. Use attachment constraint if you want to create effects on skinned orpointcached objects. In this case RayFire will apply attachment constraint on each created effect and link itto the impact objects impact face.Select and Link - Created effects will use standard Select and Link function to link effects to the impactobjects. Use it with non deformed impact objects.

    2.3 Effects

    Blood - Create particles for Blood effect using PArray and emitter plane.Sparks - Create particles for Sparks effect using PArray and emitter plane.Decals - Create animated plane for Decals effect.Bullets - Create animated box or predefined objects for Bullet effect.Custom - Use this feature If you want to create your own particle system, lights or any other objects atimpact points.

    2.4 Light

    Impact Flash - Create Flash effect at each impact point using Omni LightMuzzle Flash - Create Flash effect at gun muzzle using Omni Light

    2.5 Debris

    Particles - Create particles for Debris effect using PArray and emitter plane.Reactor - Explode Debris References Create geometry objects from Debris Reference list in Debrisrollout at each impact point and explode them using reactor.

  • Reactor - Explode Fragmented Predefined Holes Fragment predefined holes in case you use Holes Predefined impact deformation and explode them using reactor.

    2.6 Smoke

    Particles - Impact - AfterBurn - Create particles for Smoke effect using PArray and emitter plane.FumeFX - Impact - Distribute Containers Distribute FumeFX containers from Fume Containers list inSmoke rollout. FumeFX - Impact - Set Up Object Sources Create animated FumeFX object sources with appliedemitter at each impact point.FumeFX - Reactor Debris - Set Up Object Sources Create animated FumeFX object sources for eachReactor DebrisFumeFX - Muzzle Flash Create animated FumeFX object source with applied emitter at gun.

    3. Interactive Layer Manager

    In this rollout you can define Interactive mode and work with created effects: select, delete, hide\unhide orfreeze\unfreeze them.

    3.1 Layers and Effects Lists

    Layers and Effects Manager has two lists. Left list shows you all simulation Layers existed in scene. Rightlist shows you all existed effects in selected simulation Layer in the left list. If you select All Layers in left list, right list will show you all effects existed in scene

    You can select, delete, hide\unhide and freeze\unfreeze different effects or layers selecting them in lists andusing buttons at the bottom of the lists.

    If you want to select all effects in scene: select All Layers and All Effects and push Select button. If you want to hide all effects in first simulation: select RF_Layer_1 and All Effects and push Hide button. If you want to freeze all lights in second simulation: select RF_Layer_2 and RF_Light and pushfreeze button.If You want to delete one of the layer and all effects: select this layer in left list and All Effects inright list and push delete button.

    Tip: you can select several effects holding Shift button.

    Right list can shows you 11 different effects: "RF_Impact", "RF_Displace", "RF_HolePredef", "RF_Light","RF_Light_Muzzle", "RF_Fume_Muzzle", "RF_Debris", "RF_Debris_Reactor", "RF_Smoke", "RF_FumeFX","RF_ObjectSrc", "RF_Decals", "RF_Sparks" , "RF_Blood", "RF_InstantGun", "RF_Bullet" , "RF_Custom" .

    "RF_HolePredef" Predefined Holes objects."RF_Displace" Displace space warp objects."RF_Impact" Impact objects. Pay attention, every time when you use one of the impact deformation,RayFire creates copies of the original Impact objects, hides original Impact objects and makes alldeformations on these copies. If you select "RF_Impact" in the right list and delete it using Delete button atbottom of the list, RayFire will automatically unhide original objects.

  • 3.2 Interactive Mode

    Using Interactive mode you can interactively change properties in the already created effects.

    There are two modes:Selected Layer and Selected Objects. Depends on which is active you can work with simulation Layerselected in the right list or only with selected objects. After you will activate one of the mode, all spinnerswhich can interactively change properties will get red brackets.

    For example: You have debris in first and second simulations. You want to change particles amount fordebris in first layer, particle size for debris in second layer and particle speed for all debris in scene.1. Turn On Selected Layer interactive mode 2. Select RF_Layer_1 in the list.3. Change Num: spinner value in Debris group in Effects rollout. 4. Select RF_Layer_2 in the list.5. Change Size: spinner value in Debris group in Effects rollout. 6. Select All Layers in the list.7. Change Speed: spinner value in Debris group in Effects rollout.

    If you want to change color in specified lights, turn ON Selected Objects interactive mode, select theselights in viewport, dont worry if you select any other objects and change color in Lights rollout. RayFire willchange color for all selected lights created using RayFire.

    Using this technique you can change any properties in created effects through RayFire Tool, no matterwhen you create them.

    Also using presets you can interactively load properties. For example: you can create two presets, one with low amount of particles and one with high amount. Whileyou work in scene better to use low amount of particles to speed up your workflow, but before rendering youcan turn on Selected Layer interactive mode, select needed layer, select preset with high amount ofparticles and push Load button. After rendering you can select preset with low amount of particles and loadthem again.

    4. Decals, Bullets

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

    4.1 Decals

    If you checked On Decals in Effects group, RayFire will create plane with animated height and width andapply to it procedural decal texture. Later you can pick this material from Decal plane and modify it or applyyour own.

    Size Plane size. Second spinner will add variation.

  • 4.2 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 bullet.Length Bullet lengthSpeed Defines how many frames bullet will move from gun to impact objectPick Bullet - Push this button and pick object which will represent bullet reference.

    5. Light

    If you checked On Impact Flash or Muzzle flash in Light group, RayFire will create Omni Light at eachimpact spot or gun muzzle and animate multiplier property to simulate flash.

    Color Omni light color. Also this color will define wire color for omni light.Multiplier Omni light multiplier. Second spinner will add variationAttenuation Omni light far attenuation. First spinner defines start, second defines end.Distance Distance from impact object.

    Note: Distance property will not work if you choose Attachment Constraint in Effects Link Mode group.

  • 6 Debris

    6.1 Debris Reference list Geometry objects which RayFire will use as debris references.

    6.2 Particle Deflectors list Deflectors for particles.

    6.3 Particle Debris If You checked On Particles in Debris group, RayFire will create PArray and emitter plane at each impactpoint and animate PArray`s rate property. Also RayFire will create Gravity force and bind this force toPArray. Gravity force will be called RF_Gravity_Debris.Later you can change its properties to get different dynamics for particles. Also RayFire will not create thisforce again at the next simulation if it already exists in scene. It will bind the already existed force to newPArray`s.In case you did not define Debris references, debris will appears as sphere with impact object material.

    Rate Total amount of particles for each PArray. Divergence Particles divergence angle.Size Debris size.Speed - Particles speed.Life Particles life.Gravity Gravity for particles.

  • 6.4 Reactor DebrisIf you checked On Reactor - Explode Debris References in Debris group, RayFire will create geometryobjects from Debris Reference list at each impact point and explode them using reactor. Also RayFire willanimate their visibility. Pay attention that such explosion properties as explosion strength and explosionrotation RayFire will use from Reactor Explosion Options in RayXplosion Tool rollout.

    Amount Total amount of reactor Debris. Second spinner will add variationSize variation Size variation in percents. 30 means that object size will be in range between itsoriginal size and (original size * 1.3)Distribution radius Maximum distance from impact point. Since Reactor Debris use reactorwhich will explode them, to avoid penetrations they must be positioned in some distance fromImpact object. Explosion direction Defines explosion direction. Since Reactor debris use RayXplosion tool forcreating explosion, they need bomb position. Using this spinner you can define position of thisbomb.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 thin wall.Simulate Debris from previous shot

    When On, Reactor will simulate Debris from previous shot too, it means that all debris fromprevious shots will interact with debris from current shot. Pay attention that each shot will take moretime for simulation because reactor will simulate more and more debris.

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

    If you checked On Explode Fragmented Predefined Holes in Debris group, in case you use Holes Predefined impact deformation RayFire will fragment predefined holes using ProBoolean Fragmentationoptions in RayXplosion Tool and explode them using reactor. This feature use only Explosion directionspinner from Reactor Debris group

    Tip: You can totally explode impact object after first shoot by increasing hole size in Holes rollout. In thiscase RayFire will use whole object as hole object. It will fragment it and explode it.

  • 7 Sparks

    If you checked On Sparks in Effects group, RayFire will create PArray with bright self illuminated materialand emitter plane at each impact spot and animate PArray`s rate property to simulate sparks.

    7.1 Particle Deflectors list Deflectors for particles.

    7.2 Sparks

    Rate Total amount of particles for each PArray. Life Particles life.Speed - Particles speed.Divergence Particles divergence angle.Size Sparks size.Length - Sparks length.Gravity Gravity for particles.Second spinners will add variation.

  • 8 Smoke

  • 8.1 Particles options

    If you checked On Smoke in Effects group, RayFire will create PArray and emitter plane at each impactspot and animate PArray`s rate property to simulate smoke. Later you can use these particles withAfterBurn plugin.Also RayFire creates wind and drag forces and binds these forces to PArray. Wind force will be calledRF_Wind_Smoke and drag force will be called RF_Drag_Smoke. Later you can change their properties toget different dynamics for particles. Also RayFire will not create these forces again at next simulation if theyalready existed in scene. It will bind the already existed forces to new PArray`s.In this group you can define impact rate, life, divergence and speed for particles.

    Rate Total amount of particles for each PArray. Life Particles Life.Speed - Particles speed.Divergence Particles Divergence Angle.

    Second spinners will add variation.

    8.2 FumeFX Options NOTE: WORK IN PROGRESS!

  • 8.2 Fume Object Sources list and Object Sources Options.

    Add in this list FumeFX object sources, which you want to use as reference, otherwise RayFire will usedefault object source

    Animate Object source when On, RayFire will fade out Source smoke, fuel and temperature amount.Fade time defines how many frames RayFire will fade out smoke, fuel and temperature.Smoke amount maximum amount of smoke.Fuel amount maximum amount of fuel.Temperature amount maximum amount of temperature.Create Object Sources For Impact Objects create object sources for Impact objects using propertiesabove.

    8.4 Fume Containers list and Containers Options.Work in progress. Sorry.

    9. Holes

    In these groups you can define properties for Holes Realtime and Holes Predefined impactdeformation features.

    9.1 Custom Hole ReferenceEach shot RayFire will randomly use one of object from the list as hole reference. Do not forget to applyproper material to these objects.

    9.2 Default ReferenceIn case you did not define custom hole reference RayFire will use default hole reference

  • Geometry type - Geosphere and Cone Geosphere is good if you want to shoot impact objects at thesame place several times, each shot will make hole deeper and deeper. Use cone if you want to createmore realistic holes, but results will be imperfect if you will shoot at the same place more then one time.

    Size Define size for default object.Segments Default object segments, increase it to make holes more detailed.Noise strength Noise strength for default hole reference. Noise scale Noise scale.

    9.3 Options

    Size Variation - Add some size variation in percents to each hole reference. Random rotate randomly rotate each hole reference before use it. Do not use Random rotate with Cone geometry typeTip: Sometimes ProBoolean may create hole not correctly or impact object may disappear, in this casedelete created layer through Interactive Layer Manager and try again but before do it, decrease noisestrength or\and increase shoot rate.

    10 Reactor

  • In this rollout you can define reactor properties for Reactor Hit impact deformation, Reactor Debris andReactor Explosion.

    10.1 Unyielding Objects list and Unyielding properties.Add in this list objects which you want to use as deflector (ground, walls) for Impact, Inactive and ReactorDebris objects.

    10.2 Inactive Objects list and Inactive properties.Add in this list objects which RayFire will not shoot and explode but which will collide and interact withImpact, Unyielding and Reactor Debris objects.

    10.3 Impact and Debris properties.

    Mass range First spinner: Minimum value, Second Spinner: Maximum Value.RayFire will randomly apply mass among minimum and maximum value

    10.4 Reactor Options

  • Reactor Hit strength Hit strength for Reactor Hit impact deformation. Increase it to make interactionstronger.

    Extra frames additional frames for reactor simulation. For instance, you want to simulate shooting withReactor Hit Impact deformation between 10 and 70 frames, it means that reactor will create simulationbetween 10 and 70 frames. Setting 20 in this spinner means that reactor will create animation between 10 and 90 frames.

    Inactive Impact objects for instance, you want to shoot several Impact objects with Reactor Hit Impactdeformation. RayFire will create animation for each hitted object. In case this checkbox is OFF, all otherImpact objects in this simulation will be as Unyielding objects and hitted object will collide with them butreactor will NOT create animation for them. When this checkbox is On all other Impact objects will be asInactive objects, this mean that after hitted object will collide with them, reactor will create animation forthem either.

    Override properties when On, RayFire will override rector properties for objects in simulation.Turn this Off, if you want to use your own reactor properties, such as mass, friction, elasticity and simulationgeometry.

    Set mass by volume when On, RayFire will distribute mass by objects volume, smallest objects will getminimum mass value and biggest object will get maximum mass value in mass range.

    Warning: 1.Always use real world scale for all reactor simulation.2.Do not forget to set other reactor properties, such as collision tolerance, gravity and substeps in Reactor

    utility.

    11 RayXplosion Tool

    In this rollout you can fragment Impact Objects using ProBoolean and explode them quickly using reactor.

    11.1 ProbooleanFragmentation Options

    Using fragmentation you can quickly fragment objects into different peaces.

  • Fragmentation will not work properly if your mesh has open edges.Close all open edges before use fragmentation. RayFire will weld vertices and cap open edges automatically but better to do it by yourself.You can fragment several objects at once but better to fragment them separately.To use this feature add object in Impact Objects list and push Fragment Impacts button. After fragmentationprocess you can select new objects or delete them via Interactive Layer Manger.

    In case Impact object has more then 50000 triangles Yes/No/Cancel window will appears.It will inform you about Impact objects which have more then 50000 triangles and ask youDo you want to optimize these objects automatically before fragment.Choose Yes to optimize mesh, but pay attention that in this case UVW map will get out of order.Choose No to continue without optimizing, but ProBoolean may fail during fragmentation process.Keep this in mind and try to fragment object no more then 40000 50000 triangles.Choose Cancel to cancel fragmentation process.

    Iterations Defines how many times object will be cut. Second Spinner will add variation.

    Detalization Defines fragments surface detailing.

  • Curvature Defines fragments curvature.

    Noise scale Defines fragments noise scale.Noise strenght Defines fragments noise strength.

    Face threshold Defines fragments minimum face number. If fragment has less face number then Face threshold value it will be deleted.

    Volume threshold Defines fragments minimum volume. If fragment has less volume then Volume threshold value it will be deleted.

  • Detach by Element If after fragmentation process fragment will has several elements, all elements will bedetached into separate objects.

    Animate Impact and Fragment objects Visibility Activate this checkbox if you want to animate visibilityfor original object and created fragments. Use Start Frame spinner in shooting options to define time whenoriginal object will change its visibility to 0 and fragments will change their visibility to 1. If this checkboxdeactiveated RayFire will just hide original object.

    11.2 Reactor Explosion Options

    Using Reactor Explosion you can quickly realistically explode a lot of objects.To use this feature add objects which you want to explode in Impact objects list.Do not forget to add unyielding objects in Unyielding Objects list in Reactor RolloutAlso in Reactor Rollout you can define physical properties for objects.

    Each time when you push Explode Impacts button RayFire creates simple animation for impact objects. Itmoves them from defined objects pivot point. You can define this object by pushing Pick Bomb button andpicking object. If Bomb object is not defined RayFire will move them from their average position. After thatReactor creates animation. Pay attention that this feature works with non animated objects. Also do not forget to set proper properties inReactor utility, such as collision tolerance and substeps.

    Create Animation Check this OFF if you want to get just animated impact objects with Reactor rigid bodycollection. After that you can manually define some properties for impact objects such as mass orfriction. Later you can create Reactor animation using Create Animation button in Reactor Utility.

    Set strength by volume when On, RayFire will distribute explosion strength by objects volume, smallestobjects will get maximum explosion strength value and biggest object will get minimum explosion strengthvalue in explosion strength range.

    Strength range Defines how far Impact objects will be moved before Reactor will start create animationFirst spinner - Minimum value, Second Spinner - Maximum Value. RayFire will randomly apply explosionstrength for each Impact Object among minimum and maximum value. Also you can use negative values.

    Rotation Defines how much Impact objects will be rotated before Reactor will start create animation. Second spinner will add variation

    Pick Bomb Defines bomb object. Right click this button If you want to reset Bomb object.

    Explode Impacts Objects Execute explosion.

    If you want to recreate explosion just change properties and push Explode Impacts Objects button again.

    12 Displace

    If you select Displace Impact Deformation in Impact Deformations groups, RayFire will subdivide eachimpact face, create at this face Displace space warp object with procedural map for strength and animatestrength property. After that RayFire will bind this displace to Impact object.Pay attention that original impact objects will be hidden and all subdivide operations will be produced ontheir 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 waysyou 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 will add variation

    Tip: If you want to apply your own map for strength, just select one of the displace space warp, then dragand drop Gradient map as instance from image group to the material editor. After that you can modify thisgradient map or change it on your own map. This will affect all RF displace space warp objects.

    13 Blood

    If You select Blood in Effects group, RayFire will create PArray with red bloody material and emitter plane ateach impact spot and animate PArray`s rate property to simulate blood. For now it uses MetaParticles.Also RayFire creates Gravity force and binds this force to PArray. Gravity force will be calledRF_Gravity_Blood.Later you can change its properties to get different dynamics for particles. Also RayFire will not create thisforce again at the next simulation if they already exist in scene. It will bind the already existed force to newPArray`s.

    13.1 Particle deflectors list.

  • Deflctors for blood particles

    13.2 Blood

    Rate Total amount of particles for each PArray. Size Metaparticle size.Speed - Particles speed.Divergence Particles divergence angle. Second spinners will add variationLife Particles life.Gravity gravity for particles.

    14 Custom Effect

    In this rollout you can define custom objects and options for them. This feature gives you ability to createany object at impact spot. Using this feature you can create your own particle system, adjust properties,assign material. Then animate any properties at 0 frame. In this case Rate properties. Push Auto Keybutton, go to 0 frame and set Rate: 0 then go to frame 3 and set Rate: 50, then go to frame 5 and set Rate:0 again. Next add this particle system to Custom object list, check on Synchronize checkbox, and createsimulation. RayFire will create the same particle system at every Impact spot and shift Rate animation atImpact frame for each particle system. Using this technique you can create any animated objects (Geometry, Lights, Cameras, Particle Systemsetc) and RayFire will create them and shift their animation. Also you can animate position, rotation andscale.

    Z Axis rotation variation Add variation in Z axis rotationRandom Seed In case you use some particle systems as Custom objects and You want to get differentseed in each particles systems which RayFire will create, check this checkbox on.Synchronize Synchronize animation in created Custom objects with Impact frame.Follow Every next created custom object will look at previous one.

  • 15 Options

    Hold scene check this On, if You want to hold scene every time before fragment object, simulate shootingor explode impact objects.

    Clean up from RayFire info clean up scene from all RayFire Tool info. Warning, after this button will bepressed, RayFire Tool will lose any connections with created objects.

    16. Presets

    In this rollout You can save and load all spinners, checkboxes and radiobuttons. There are two defaultpresets: Default and Close\Open. Default preset is settings predefined by me , Close\Open presetis settings which RayFire saves every time when you close it and loads every time when you open it. If youopen RayFire, change some properties, but later decide to revert to initial settings you can simply loadClose\Open preset.

    Save Push Save button to save your settings. Give proper name for it, than push Ok. After that you canload them at any time.

    Load Select preset from Preset and Left click Load button. Right clicking load button You can openadditional window where you can choose which rollout properties you want to load.

  • Delete - Select preset from Preset List dropdown box and push Delete button if you do not need in itanymore.