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Destructing Elements in 3ds Max With RayFire: Part 1

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This is a new series on destructing elements in 3ds Max with the industry standard plugin RayFire. In the first instalment of the tutorial, I'll show you how to work in RayFire with the most basic operations and methods of demolishing elements in 3ds Max. 

Preview


1. Preparing the Scene

Step 1

Open 3ds Max.

Open 3ds Max

Step 2

Go to Create > Standard Primitives > Plane and create a ground plane on the perspective viewport as shown in the following image.

create a ground plane

Step 3

Go to Create > Standard Primitives > Box and create a wall structure on the ground plane.

create a wall structure on the ground plane

Step 4

Go to Create > Standard Primitives > Sphere and create a ball on the ground plane.

create a ball on the ground plane

Step 5

With Auto Key button turned on, animate the position of the ball in such a way that it should pass through the wall from 0 to 15 frames.

animate the position of the ball

2. RayFire Simulation

Step 1

Go to Create >  RayFire.

Go to Create   RayFire

Step 2

Go to RayFire > Open RayFire Floater. It opens the RayFire floater window.

Go to RayFire  Open RayFire Floater

Step 3

With the wall selected, go to Dynamic/ Impact Objects window and click on Add. It will add the wall object in the list.

go to Dynamic Impact Objects window

Step 4

With the ball and plane selected, go to Static & Kinematic Objects window and click on Add button to add the selected objects in the list.

go to Static  Kinematic Objects window

Step 5

Go to Fragments tab and set the Fragmentation type to Voronoi-Uniform and Iteration to 50. Click on Fragment to break the wall into pieces.

set the Fragmentation type

Step 6

Go to Physics tab and set the set the Start Frame to 0. Click on Preview button.

Go to Physics tab

Step 7

As soon as you click on Preview button, the simulation starts and you'll see the ball shatters the wall into pieces.

the ball shatters the wall into pieces

Step 8

Sometimes you'll notice that the wall fragments start simulating even before they're hit by the ball. In this case, with all fragments selected, go to Sleeping Objects window and click on Add button. 

Now, the fragments will react only upon getting hit.

Now the fragments will react only upon getting hit

Step 9

Once you are happy with the simulation, click on Bake button to finalise the simulation. It will create keyframes on the timeline.

finalise the simulation

3. Alternate Simulation

Step 1

If you want the scattered fragments to stick to the ground from the very beginning, let the simulation preview reach to 100 frames and then click on Stop button.

Alternate Simulation

Step 2

Delete the sphere and create a box on the ground plane as shown in the following image.

create a box on the ground plane

Step 3

With the box selected, go to Hierarchy and click on Affect Pivot Only to set the pivot of the box to the end as shown in the following image.

Affect Pivot Only

Step 4

With Auto Key button turned on, animate the rotation of the box in such a way that it rotates through the fragments on the ground plane from 0 to 15 frames as shown in the following image.

rotate through the fragments on the ground plane

Step 5

With the box selected, go to Static & Kinematic Objects window and click on Add button to add the box in the list.

go to Static  Kinematic Objects window

Step 6

Go to Physics tab and click on Preview button. You'll see the box swapping out the lying fragments on the ground plane.

swapping out the lying fragments on the ground plane

2019-05-14T10:30:37.000Z 2019-05-14T10:30:37.000Z Uriel Deveaud

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