Rayfire 1.56 Full Version For 3ds Max 2012 32 Bit [UPDATED]
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How to create stunning destruction effects with RayFire 1.56 for 3ds Max 2012 32 bit
If you are a 3D artist who wants to create realistic and dynamic destruction effects in your scenes, you might want to check out RayFire 1.56 for 3ds Max 2012 32 bit. RayFire is a plugin that allows you to fragment, destroy, demolish, wreck, break down, wreak havoc, blow up, burst, detonate, explode and do other similar things you have always dreamed of to do in Max.
RayFire 1.56 supports both Nvidia PhysX and Reactor physics engines, giving you the option to choose the best one for your project. You can also use different fragmentation types, such as uniform, irregular, continuous, voronoi and wood splinters, to create various kinds of cracks and shatters. You can also draw custom shapes to define the fragmentation pattern.
RayFire also comes with an interactive layer manager that lets you control the visibility and simulation of each layer of fragments. You can also use the interactive demolition system to create complex and realistic destruction sequences with ease. You can also glue fragments together to create breakable objects that can be shattered by external forces.
RayFire 1.56 is compatible with 3ds Max 2012 32 bit and works seamlessly with other plugins and tools. You can also benefit from the automatic update system that keeps your plugin up to date with the latest features and bug fixes.
If you want to learn more about RayFire 1.56 and see some amazing examples of what you can do with it, you can visit the official website[^1^] or watch some tutorials on YouTube[^2^]. You can also download a free trial version or buy the full version from the website.
In this article, we will show you how to use some of the features of RayFire 1.56 for 3ds Max 2012 32 bit to create a simple but impressive destruction effect. We will use the interactive demolition system, the shatter modifier and the bullet physics engine to make a sphere crash into a wall and break it into pieces.
Step 1: Setting up the scene
First, we need to create a simple scene with a sphere and a wall. To create a sphere, go to Create > Geometry > Standard Primitives > Sphere and drag in the viewport. To create a wall, go to Create > Geometry > Standard Primitives > Box and drag in the viewport. Adjust the parameters of the sphere and the wall as you like. You can also apply some materials and textures to them if you want.
Step 2: Adding RayFire
Next, we need to add RayFire to our scene. To do that, go to Create > Geometry > RayFire and click in the viewport. This will create a RayFire object that will act as a control panel for all the RayFire features. You can move it anywhere in the scene or hide it if you want.
Step 3: Fragmenting the wall
Now, we need to fragment the wall into smaller pieces that can be simulated by the physics engine. To do that, select the wall and go to Modify panel > Modifier List > RayFire Shatter. This will add a shatter modifier to the wall that will allow us to define how we want to break it. You can adjust the parameters of the shatter modifier as you like, such as seed, amount, size, variation, etc. You can also use different fragmentation types, such as uniform, irregular, continuous, voronoi and wood splinters. For this example, we will use voronoi fragmentation with 100 fragments.
Step 4: Adding physics
Next, we need to add physics to our scene so that we can simulate the collision and destruction of the wall. To do that, select both the sphere and the wall and go to RayFire object > Modify panel > Physics rollout > Add button. This will add both objects to the physics list of RayFire. You can also adjust some parameters of each object in the list, such as mass, friction, elasticity, etc. For this example, we will use bullet physics engine with default settings.
Step 5: Animating the sphere
Now, we need to animate the sphere so that it moves towards the wall and hits it. To do that, select the sphere and go to Animation menu > Auto Key button. This will enable auto key mode that will record any changes we make to the sphere's position or rotation over time. Move the time slider to frame 0 and move the sphere away from the wall. Then move the time slider to frame 50 and move the sphere closer to the wall. You can also adjust the trajectory of the sphere by using curves or handles in Track View or Motion panel.
Step 6: Simulating and caching
Finally, we need to simulate and cache our scene so that we can see the final result of our destruction effect. To do that, go to RayFire object > Modify panel > Simulation rollout > Simulate button. This will start simulating our scene using bullet physics engine and show us a preview in the viewport. You can also adjust some parameters of the simulation in this rollout, such as substeps, solver iterations, gravity, etc. To cache our simulation and save it as a file, go to RayFire object > Modify panel > Cache rollout > Cache button. This will cache our simulation and allow us to play it back at any time without simulating again.
Conclusion
In this article, we have learned how to use some of the features of RayFire 1.56 for 3ds Max 2012 32 bit to create a simple but impressive destruction effect. We have used the interactive demolition system, the shatter modifier and the bullet physics engine to make a sphere crash into a wall and break it into pieces. We have also learned how to fragment objects, add physics, animate objects, simulate and cache scenes using RayFire. aa16f39245