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1、rayfire中文帮助simulation tab 1.1 impact objects in this rollout you can define impact objects.impact objectsimpact objects are geometry objects which you want to simulate, shoot, fragment, explode or demolish. you can use animated impact objects, in this case reactor or physx will take initial velocity

2、 of objects at simulation start frame and continue it. so if you want to throw objects start simulation at the middle of objects animation. pay attention that every time when you fragment, shoot or demolish impact objects, rayfire creates copies of impact objects, hides original objects and use copi

3、es for simulation. when you delete simulation layer via interactive layer manger, rayfire deletes objects from selected layer and unhides original objects. if you dont need in original impact objects, you can delete them picking delete all original objects in tools menu.working with listseach list i

4、n the rayfire tool has three buttons: add, clear and menu.add : to add some objects to the list, you must first select the objects in the viewport, then left-click the add button. right-click the add button to open the selection floater window to select objects inside floater. clear : you can clear

5、list by left-clicking clear button. in case you want to remove only one object from the list you must select the object in list and right-click the clear button. pay attention that you can selecte several objects in list holdin control button before remove them from list using left click. menu : lef

6、t-click the menu button to open the menu list. selecting select all will select in vewport all objects in list, selecting select highlighted will select in vewport only objects selected in list. selecting highlight will select in list objects selected in vewport. interactive selection : interactive

7、selection available only for impact objects list.every time when you want to exlode, fragment or simulate some objects you have to add these objects in impact objects list.in some cases such workflow might speed down you workflow. turn on interactive selection and after that rayfire will update impa

8、ct objects list every time when you will select objects. so, you can go to fragmentation tab and fragment objects just selecting them and clicking fragment button.1.2 interactive layer manager (交互式层管理)在这个卷展栏你能对你所创建的效果进行选择,删除,隐藏/显示,冻结/解冻的操作。layers and effects lists层与效果管理列表有两个列表,左边显示的是场景中存在的模拟层,右边显示的是

9、所选择的模拟层中所存在的效果,你能够选择,删除,隐藏/显示,冻结/解冻这些层或效果。如果你想选择场景中的所以效果:选择all layers 和all effects然后点select 按钮。如果你想把第一个模拟层的所有效果隐藏起来:选择rf_layer_1和all effects然后点hide按钮。如果你想冻结第2个模拟层的所以灯光效果:选择rf_layer_2和rf_light然后点freeze按钮。如果你想删除某个层的所以效果:在左列表选择你要删除的层点delete按钮。tip: 你可以按住shift键同时选择多个层或效果。右侧列表能够向你显示11个不同的效果: rf_impact, rf

10、_fragments, 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. simulation tab1.1 impact objects (碰撞物体)在该卷展栏你能够定义碰撞物体impact objects所谓碰撞物体就是你想要被射击

11、的、产生碎片、或是爆破的物体,你也可以使用带有动画属性的碰撞物当你每次使用impact object去模拟的时候。rf(rayfire)都会把你所添加的impact 物体复制一个副本去模拟,而把原始的隐藏起来。当你在交互式层管理器中把该层删掉的时候,rf又会把impact 物体副本给删除,把原始的显示出来,如果你不需要原始物体的时候。,你可以点击tool目录下的delete all original删掉原始的物体working with lists在rf 工具中的每个列表都有3个按钮 add clear menuadd : 把物体添加进列表,你必须先在视口中先选择物体,再左键点击add。你也可

12、以先右键点击add,这时会弹出max的浮动选择面板让你选择你需要添加的物体clear : 左键点击删除列表中所以的物体,右键点击只删除列表中高亮显示的物体. menu : 使用右键点击会打开memu菜单simulation tab1.3 shooting options (射击选项)在这个卷展栏中你能控制模拟射击的所有效果gun objects(枪物体)枪物体使用正z轴对碰撞物发生影响,你可以为枪物体创建一个动画,你也能在tool 菜单下点create gun来快速创建一个枪物体。shooting options(射击选项)start frame : 第一枪的帧数,它不能少于5帧。end fr

13、ame : 最后一枪的帧数。shooting rate : 每一枪的间隔帧数rounds per shot : 每一次射击的子弹数spread angle :每一枪最大的随机角度simulate shooting (射击模拟)执行射击模拟计算,确信你至少添加一个枪物体和碰撞物体,并打开至少一个射击效果,否则你看不到任何效果当你使用reactor hit, displace, holes - realtime or holes predefined模式式, rayfire 将把所有的碰撞物体复制一个副本并添加到碰撞列表中, 并把原始的碰撞物隐藏起来. 模拟时rayfire只对这些碰撞副本进行计算

14、,对原始的不进行任何修改。instant action使用这个按钮你能手动添加射击效果和碰撞变形。 选择你需要的效果,并把碰撞物添加到列表中,当你按下这个按钮时你就可以在碰撞物体上手动的添加添加射击效果和碰撞变形。注意: 如果你使用碰撞变形模式,请先保存场景,instant action会直接在你的原始碰撞物上产生效果geometry (几何体效果)ecals :创建一个使用平面来模拟的子弹坑效果。bullets :创建一个自发光的长方体做为子弹。reactor debris : references : 在debris卷展栏中添加一个碎片参考物并参与reactor动力学计算。eactor d

15、ebris : fragmented predefined holes :当在impact deformation选择holes : predefined可用,并把布尔运算中产生洞的物体进行碎片处理,并参与reactor动力学计算。impact deformation (碰撞变形效果)reactor hit : 使用这个模式你能把子弹和碰撞物进行reactor动力学并记录为动画displace :使用这个模式你能把碰撞物添加置换空间扭曲,细分碰撞物模拟凹陷效果holes : realtime : 使用这个模式时你能为碰撞物创建一个洞,模拟子弹打穿碰撞物holes : predefined :

16、使用这个模式时你能为碰撞物创建一个洞,模拟子弹打穿碰撞物,这时你可以打开eactor debris : fragmented predefined holes ,把布尔运算中产生洞的物体进行碎片处理,并参与reactor动力学计算。none : 不创建任何碰撞变形的效果,如果你只是想创建烟雾,灯光等效果请选择它particles (粒子效果)blood : 使用粒子创建血的效果sparks : 使用粒子创建火花的效果debris : 使用粒子创建碎片的效果smoke : 使用粒子创建烟雾的效果custom :你可以自定义粒子,灯火,物体的效果light (灯光效果)impact flash :

17、使用泛光灯模拟闪光的效果muzzle flash :使用泛光灯模拟枪口闪光的效果interactive mode (交互式操作模式)在当你改变效果参数的时候使用交互模式你能够在视口中实时显示效果的变化。它有两种模式。selected layer 和selected objects. 取决与激活那一个,当你想交互式工作在你所选择的层还是所选择的物体。当你激活其中一个时,参数面板的属性参数两边都有红色的括号,说明该参数可以交互式工作例如:你的碎片产生第一个和第二个模拟层. 你想改变场景中第一个层中的粒子碎片数量, 第二个层中的粒子碎片大小和所有层中的粒子碎片的速度。激活selected layer

18、 交互选择模式并在层列表中选择rf_layer_1在效果卷展栏的碎片组改变数量滑块 在层列表中选择 rf_layer_2 在效果卷展栏的碎片组改变大小滑块在层列表中选择all layers 在效果卷展栏的碎片组改变速度滑块如果你想改变指定灯光的颜色, 打开 selected objects 交互式操作模式, 在视口中选择你想改变的灯光, 在lights 卷展栏中改变灯光的颜色physics tab2.1 physical options (物理选项)在这个卷展栏中你能定义物体属性reactor options (reactor 选项)collision tolerance (cm) : rea

19、ctor 在每个模拟步骤中执行的任务之一就是检测场景中的对象是否发生碰撞,然后相应地更新场景。如果对象的距离小于“collision tolerance”值,则 reactor 会将其看作对象碰撞。如果“collision tolerance”值较高,会使模拟稳定,不过,也可能会造成“碰撞”对象之间出现缝隙。substeps : 定义物理计算的子帧步伐,建议保持在15之间,更高的值会得到精确的计算但同时减慢运算速度gravity :默认重力的倍增值preview and create animation buttons : 预览并创建动画override properties : 当启用时,

20、rayfire在模拟中将覆盖 reactor的属性., 如果你想使用你自己的reactor属性, 例如重力,子帧步伐,空间比例等,请关闭它physics tab2.1 impact objects (碰撞物体)在这个卷展栏中你能定义碰撞物体的物理属性impact and debris properties (碰撞物和碎片属性)simulation geometry:定义对象在物理模拟中如何表示material :材质预设, 使用该选项能够快速指定下面的摩擦力和弹力mass by :指定质量的方式random: range :使用指定范围内的一个随机值作为质量分配给每个碎片by volume:

21、range :使用指定范围内分配质量给每个碎片,大的碎片使用大的质量,小的碎片使用小的质量by material density :应用碎片的体积和材质来指定质量大小mass range :第一个为最小值, 第二个为最大值friction and elasticity :摩擦力和弹力physics tab2.2 unyielding objects (固定的物体)在这个卷展栏你能定义不动的物体的物理属性unyielding objects list (不动物体列表)添加你想作为反弹碰撞物,并与碎片产生动力学碰撞的物体。如地面、墙等unyielding properties (不动物体属性)可参

22、考碰撞物和碎片属性physics tab2.3 inactive objects (待激活物体)在这个卷展栏你能定义有待激活的物体的物理属性inactive objects添加不用来射击和爆破的物体,这些物体将与碰撞物产生动力学碰撞,inactive properties 可参考碰撞物和碎片属性rayxplosion tab3.1 fragmentation options rollout (碎片选项卷展栏)在这个卷展栏你能够定义碰撞物体粉碎成碎片的属性fragmentation 不能正确工作在物体网格有开放边.在使用 fragmentation之前请闭合开放边.rayfire will we

23、ld vertices and cap open edges automatically, this is better done by yourself.you can fragment several objects at once, although it is recommended you fragment them separately.to use this feature add base object to the impact objects list and push fragment impact objects button. after the fragmentat

24、ion process you can select new objects or delete them via interactive layer manger.in case the impact object has more then 50000 triangles a yes/no/cancel window will appear.it will inform you about impact objects which have more then 50000 triangles and ask you do you want to optimize these objects

25、 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, proboolean may fail during fragmentation process.choose cancel to cancel fragmentation process.keep this in mind and try to fragment

26、 object no more than 10000 - 20000 trianglesfragmentation types: (产生碎片类型)1. uniform:产生碎片大小一样2. irregular:产生的碎片有大有小3. relative to bomb/impact. fragment object with more tiny fragments to point in space or to impact point in case you use reactor demolition. you can set this point by defining one objec

27、t as bomb in reactor explosion options, rayfire will use its pivot point position. if bomb object undefined rayfire will use impact objects average position. 4. relative to mouse. fragment objects relative to mouse cursor position. rayfire will fragment objects only near mouse cursor, if you will mo

28、ve cursor far from fragments rayfire will use uniform fragmentation type. 5. relative to pivot. fragment objects relative to objects pivot point. iterations : defines how many times object will be cut. second spinner will add variation.chaos : defines random angle range for cutter object. detailizat

29、ion : defines fragments surface detailing. noise strength : 定义了碎片噪波强度. material button : 按下这个按钮可以定义了碎片区域的材质.pick button : 按下这个按钮去拾取一个物体,并把该物体的材质赋予给碎片区域. advanced fragmentation rollout. (高级碎片卷展栏)also via options menu or rigth clicking fragment impact objects button you can open advanced fragmentation

30、 rollout. fragmentation method : rayfire provides two ways to fragment object: proboolean and procutter. procutter more stable but less accurate. if for some reason proboolean cannot fragment object try to use procutter.fragmentation seed : using fragmentation seed you can fragment object evry time

31、with the same pattern.set seed to 0 to fragment object each time in different ways.face threshold : defines fragments minimum face number.if a fragment has a lower face number than the face threshold value it will be deleted.useful if you want to explode fragments using reactor.size threshold : defi

32、nes fragments minimum size.if fragment has a lower size than the size threshold value it will be deleted.useful if you want to explode fragments using reactor. jitter amount : defines the maximum position shift for the fragments. material id : defines material id for fragment surface.pay attention t

33、hat value should be greater then biggest material id value of impact object.set it to 0 to apply material id automatically. rift width : defines gap distance between fragments.useful if you want to explode fragments using reactor.fill rifts : creates object which fill rifts.bake animation : bake fra

34、gments in case impact object has animation. quadrangle faces : make all fragments faces four sided. create selection sets : create slection set with fragments after fragmentation. animate impact and fragment objects visibility : activate this checkbox if you want to animate visibility for original o

35、bject and the resulting fragments. use start frame spinner in shooting options to define the time when the original object will change its visibility to 0 and fragments will change their visibility to 1. if this checkbox deactivated rayfire will just hide the original object.useful if some fragments

36、 become unstable during reactor explosion. after fragmentation has finished you can delete them.remove middle edge vertices : removes two-edged vertices after fragmentation is finished remove angle threshold : defines maximum angle for two edge which shares middle edge vertex.rayxplosion tab3.2 expl

37、osion options rollout in this rollout you can set properties for reactor explosion and explode impact objects.using reactor explosion you can quickly and realistically explode objects.to use this feature add objects in which you want to explode to the impact objects list.do not forget to add unyield

38、ing objects in unyielding objects list in the reactor rollout.you can also define the physical properties for objects in reactor rollout .each time you push explode impact objects button rayfire creates a simple animation for impact objects. it moves them from the defined objects pivot point. you ca

39、n define this object by pushing pick bomb button and picking object.if bomb object is not defined rayfire will move them from their average position. after that reactor creates an animation.pay attention that this feature can works with animated objects.do not forget to set proper properties in reac

40、tor utility, such as collision tolerance and substeps. bombs list : rayfire tool will explode objects from objects defined in bombs list. in case you did not define any bombs, rayfire will explode objects from their average position.you can use several bombs but all of them will use the same explosi

41、on properties.if you want to use each bomb with differnet properties you should use special rf_bomb object. go to create panel, rayfire tool category, click rf_bomb button and click somewhere in the viewport. to use cretaed rf_bomb add this object in bombs list. in rf_bomb modify panel you can set c

42、ustom explosion properties, including explosion time. explosion direction : you can use three different explosion direction:sperical: explodes objects in all direction from bomb. planar: explodes objects in two directions using bombs z axis. cylindrical : explodes objects in all directions using bom

43、bs z axis. time range : defines explosion simulation time starting from explosion frame value explosion frame : defines explosion start frame. explosion strength : defines explosion strength. explosion chaos : defines explosion chaos. spin strength : defines spin strength for exploded objects. explo

44、sion range : defines explosion range for selected explosion direction. set this value to 0 to use unlimited explosion range. range angle: defines explosion range angle for selected spherical explosiondirection. lowering this value you can get cone explosion direction. show range : show bombs ranges

45、in the viewport. blue color means that bomb has unlimited range, green color means that bomb has limited explosion range. create animation : check this off if you want only animated impact objects within the reactor rigid body collection. after that you can manually define some properties for impact

46、 objects such as mass or friction.later you can create a reactor animation using create animation button in reactor utility.set strength by size : when on, rayfire will distribute explosion strength by the objects size, smallest objects will get the maximum explosion strength value and biggest objec

47、t will get the minimum explosion strength. objects out of range : defines simulation status for objects out of bombs range. explode impacts objects : execute explosion.tip: if you want to recreate an explosion just change the properties and push explode impacts objects button again.rayxplosion tab3.

48、3 reactor demolition in this rollout you can set properties and simulate reactor demolition.using reactor demolition you can quickly and realistically collide and brake objects.to use this feature add objects which you want to brake to the impact objects list or to the inactvie objects list if you w

49、ant to make them inactive until first collision. warning: reactor demolition does not work with havok 3 solver. break impact object: rayfire tool will fragment and brake impact objects on their first collision with inactive or unyileding objects.turn this off if you want to brake only inactive objec

50、ts break inactive object: rayfire tool will fragment and brake inactive objects on their first collision with impact or unyileding objects.turn this off if you want to brake only impact objects use reactor fracture : creates reactor fracture for fragments. break at impact time : set reactor fracture

51、 break time to first collision time. fracture connectivity :define reactor fracture connectivity. break velocity : defines minimum velocity for breakage for simulated objects. energy loss : set energy loss value for reactor fracture. rayxplosion tab3.4 draw fragment mode in this rollout you can defi

52、ne draw fragment mode properties and activate draw fragment mode .using draw fragment mode you can fragment objects drawing strokes on screen in all supported views.step size : defines stroke detalisation. pay attention that drawn shape will appear on screen only after you will move mouse cursor fro

53、m first click on step size value distance. segments : defines detalisation for fragmented area.noise : defnes noise for stroke and for fragmented area.auto smooth threshold : defines smooth threshold angle for fragmented area.draw fragmnt mode button : activates draw fragmnt mode.workflow:1. add obj

54、ect which you want to cut in impact objects list.2. zoom object.3. activate draw fragment mode. your viewpost will be changed to orthographic.4. left click to start draw stroke. 5. start draw stroke, pay attention that it will appear only after you will move mouse on distance more the step size spin

55、ner value. 6. left clik gain to finish stroke. rayfire will cut object using drawn stroke. 7. left click to draw another stroke or right click to exit draw frgment mode.geometry tab4.1 holesin these groups you can define the properties for holes - realtime and holes - predefined impact deformation f

56、eatures. custom hole referencewith each shot rayfire will randomly use one of the objects from the list as hole reference.do not forget to apply proper materials to these objects.default referencein case you did not define a custom hole reference object(s) rayfire will use the default hole reference

57、. geometry type : geosphere and cone : use geosphere if you want to shoot impact objects at the same place several times, each shot will make hole deeper and deeper. use cone if you want to create more realistic holes, notice the results will be imperfect if you shoot at the same place more than one time. size : define the size for the default object.segments : default object segments, increase it to make the holes more detailed.noise strength : noise

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