【正文】
ere 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 strength for the default hole reference.Noise scale : Noise scale.OptionsSize Variation : Add some size variation in percents to each hole reference.Random rotate : randomly rotates each hole reference before using it.Do not use Random rotate with Cone geometry type.Tip: Sometimes ProBoolean may create a hole incorrectly or the impact object may disappear, in this casedelete the layer created through the Interactive Layer Manager then decrease the noisestrength and/or increase the shoot rate. Then try again.GEOMETRY TAB Reactor DebrisIn this rollout you can define the properties for Reactor Debris.Debris Reference ListGeometry objects inwhich RayFire uses as debris references. If you didn39。激活Selected Layer 交互選擇模式并在層列表中選擇RF_Layer_1在效果卷展欄的碎片組改變數(shù)量滑塊 在層列表中選擇 RF_Layer_2 在效果卷展欄的碎片組改變大小滑塊在層列表中選擇All Layers 在效果卷展欄的碎片組改變速度滑塊如果你想改變指定燈光的顏色, 打開(kāi) Selected Objects 交互式操作模式, 在視口中選擇你想改變的燈光, 在Lights 卷展欄中改變燈光的顏色PHYSICS TAB Physical options (物理選項(xiàng))在這個(gè)卷展欄中你能定義物體屬性Reactor Options (Reactor 選項(xiàng))Collision tolerance (cm) : reactor 在每個(gè)模擬步驟中執(zhí)行的任務(wù)之一就是檢測(cè)場(chǎng)景中的對(duì)象是否發(fā)生碰撞,然后相應(yīng)地更新場(chǎng)景。None : 不創(chuàng)建任何碰撞變形的效果,如果你只是想創(chuàng)建煙霧,燈光等效果請(qǐng)選擇它Particles (粒子效果)Blood : 使用粒子創(chuàng)建血的效果Sparks : 使用粒子創(chuàng)建火花的效果Debris : 使用粒子創(chuàng)建碎片的效果Smoke : 使用粒子創(chuàng)建煙霧的效果Custom :你可以自定義粒子,燈火,物體的效果Light (燈光效果)Impact Flash :使用泛光燈模擬閃光的效果Muzzle Flash :使用泛光燈模擬槍口閃光的效果Interactive Mode (交互式操作模式)在當(dāng)你改變效果參數(shù)的時(shí)候使用交互模式你能夠在視口中實(shí)時(shí)顯示效果的變化。Bullets :創(chuàng)建一個(gè)自發(fā)光的長(zhǎng)方體做為子彈。Shooting rate : 每一槍的間隔幀數(shù)Rounds per shot : 每一次射擊的子彈數(shù)Spread angle :每一槍最大的隨機(jī)角度Simulate Shooting (射擊模擬)執(zhí)行射擊模擬計(jì)算,確信你至少添加一個(gè)槍物體和碰撞物體,并打開(kāi)至少一個(gè)射擊效果,否則你看不到任何效果當(dāng)你使用Reactor Hit, Displace, Holes Realtime or Holes – Predefined模式式, RayFire 將把所有的碰撞物體復(fù)制一個(gè)副本并添加到碰撞列表中, 并把原始的碰撞物隱藏起來(lái). 模擬時(shí)RayFire只對(duì)這些碰撞副本進(jìn)行計(jì)算,對(duì)原始的不進(jìn)行任何修改。你可以點(diǎn)擊TOOL目錄下的DELETE ALL ORIGINAL刪掉原始的物體Working with lists在RF 工具中的每個(gè)列表都有3個(gè)按鈕 ADD CLEAR MENUAdd : 把物體添加進(jìn)列表,你必須先在視口中先選擇物體,再左鍵點(diǎn)擊ADD。Tip: 你可以按住SHIFT鍵同時(shí)選擇多個(gè)層或效果。如果你想選擇場(chǎng)景中的所以效果:選擇All Layers 和All Effects然后點(diǎn)Select 按鈕。Rayfire中文幫助SIMULATION TAB 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 of objects at simulation start frame and continue it. So if you want to throw objects start simulation at the middle of object39。如果你想把第一個(gè)模擬層的所有效果隱藏起來(lái):選擇RF_Layer_1和All Effects然后點(diǎn)Hide按鈕。右側(cè)列表能夠向你顯示11個(gè)不同的效果: RF_Impact, RF_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 TAB Impact Objects (碰撞物體)在該卷展欄你能夠定義碰撞物體Impact Objects所謂碰撞物體就是你想要被射擊的、產(chǎn)生碎片、或是爆破的物體,你也可以使用帶有動(dòng)畫(huà)屬性的碰撞物當(dāng)你每次使用IMPACT OBJECT去模擬的時(shí)候。你也可以先右鍵點(diǎn)擊ADD,這時(shí)會(huì)彈出MAX的浮動(dòng)選擇面板讓你選擇你需要添加的物體Clear : 左鍵點(diǎn)擊刪除列表中所以的物體,右鍵點(diǎn)擊只刪除列表中高亮顯示的物體. Menu : 使用右鍵點(diǎn)擊會(huì)打開(kāi)MEMU菜單SIMULATION TAB Shooting Options (射擊選項(xiàng))在這個(gè)卷展欄中你能控制模擬射擊的所有效果Gun Objects(槍物體)槍物體使用正Z軸對(duì)碰撞物發(fā)生影響,你可以為槍物體創(chuàng)建一個(gè)動(dòng)畫(huà),你也能在TOOL 菜單下點(diǎn)Create Gun來(lái)快速創(chuàng)建一個(gè)槍物體。Instant Action使用這個(gè)按鈕你能手動(dòng)添加射擊效果和碰撞變形。Reactor Debris : References : 在Debris卷展欄中添加一個(gè)碎片參考物并參與REACTOR動(dòng)力學(xué)計(jì)算。它有兩種模式。如果對(duì)象的距離小于“Collision Tolerance”值,則 reactor 會(huì)將其看作對(duì)象碰撞。tdefine any debris references RayFire will use boxes.Reactor DebrisIf 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 * )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. means that bomb will be inside impact object and explosion angle will be less then 180 degree. 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.