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Tip: You can totally explode an impact object after the first shot by increasing hole size in Holes rollout. In this case RayFire will use the whole object as a hole object. It will fragment it and explode it.GEOMETRY TAB Decals在這個卷展欄你能定義模擬的子彈孔和子彈的大小。PARTICLE TAB BloodIn this rollout you can define the properties for Blood.If you select Blood in the Effects group, RayFire will create PArray with red bloody material and emitter plane at each impact spot as welll as animate PArray`s rate property to simulate blood. For now it uses MetaParticles. RayFire also creates a Gravity force and binds this force to PArray. The gravity force will be called RF_Gravity_Blood. Later you can change its properties to get different dynamics for particles. RayFire will not create this force again at the next simulation if they already exist in scene. It will bind the already existing force to new PArray`s. Particle deflectors listDeflectors for blood particles.BloodRate : Total amount of particles for each PArray.Size : MetaParticle size.Speed : Particles speed.Divergence : Particles divergence angle.Second spinners will add variation. Life : Particles life.Gravity : Gravity for particles.注意:如果你在Effects Link Mode組中選擇了Attachment Constraint模式,這里的Distance參數(shù)將不起作用。Multiplier :泛光燈的強(qiáng)度,第一個定義燈光的強(qiáng)度,第二個為燈光強(qiáng)度添加一個變化量。PARTICLE TAB SparksIn this rollout you can define the properties for Particle Sparks. Particle Deflectors listDeflectors for spark particles. SparksRate : 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.Substeps : 定義物理計算的子幀步伐,建議保持在1~5之間,更高的值會得到精確的計算但同時減慢運算速度Gravity :默認(rèn)重力的倍增值Preview and Create Animation buttons : 預(yù)覽并創(chuàng)建動畫Override properties : 當(dāng)啟用時, RayFire在模擬中將覆蓋 reactor的屬性., 如果你想使用你自己的reactor屬性, 例如重力,子幀步伐,空間比例等,請關(guān)閉它PHYSICS TAB Impact Objects (碰撞物體)在這個卷展欄中你能定義碰撞物體的物理屬性Impact and Debris Properties (碰撞物和碎片屬性)Simulation Geometry:定義對象在物理模擬中如何表示Material :材質(zhì)預(yù)設(shè), 使用該選項能夠快速指定下面的摩擦力和彈力Mass By :指定質(zhì)量的方式Random: range :使用指定范圍內(nèi)的一個隨機(jī)值作為質(zhì)量分配給每個碎片By volume: range :使用指定范圍內(nèi)分配質(zhì)量給每個碎片,大的碎片使用大的質(zhì)量,小的碎片使用小的質(zhì)量By material density :應(yīng)用碎片的體積和材質(zhì)來指定質(zhì)量大小Mass range :第一個為最小值, 第二個為最大值Friction and Elasticity :摩擦力和彈力PHYSICS TAB Unyielding Objects (固定的物體)在這個卷展欄你能定義不動的物體的物理屬性Unyielding Objects list (不動物體列表)添加你想作為反彈碰撞物,并與碎片產(chǎn)生動力學(xué)碰撞的物體。當(dāng)你激活其中一個時,參數(shù)面板的屬性參數(shù)兩邊都有紅色的括號,說明該參數(shù)可以交互式工作例如:你的碎片產(chǎn)生第一個和第二個模擬層. 你想改變場景中第一個層中的粒子碎片數(shù)量, 第二個層中的粒子碎片大小和所有層中的粒子碎片的速度。Impact Deformation (碰撞變形效果)Reactor Hit : 使用這個模式你能把子彈和碰撞物進(jìn)行REACTOR動力學(xué)并記錄為動畫Displace :使用這個模式你能把碰撞物添加置換空間扭曲,細(xì)分碰撞物模擬凹陷效果Holes : Realtime : 使用這個模式時你能為碰撞物創(chuàng)建一個洞,模擬子彈打穿碰撞物Holes : Predefined : 使用這個模式時你能為碰撞物創(chuàng)建一個洞,模擬子彈打穿碰撞物,這時你可以打開eactor Debris : Fragmented Predefined Holes ,把布爾運算中產(chǎn)生洞的物體進(jìn)行碎片處理,并參與REACTOR動力學(xué)計算。注意: 如果你使用碰撞變形模式,請先保存場景,Instant Action會直接在你的原始碰撞物上產(chǎn)生效果Geometry (幾何體效果)ecals :創(chuàng)建一個使用平面來模擬的子彈坑效果。End frame : 最后一槍的幀數(shù)。當(dāng)你在交互式層管理器中把該層刪掉的時候,RF又會把IMPACT 物體副本給刪除,把原始的顯示出來,如果你不需要原始物體的時候。如果你想刪除某個層的所以效果:在左列表選擇你要刪除的層點delete按鈕。Layers and Effects Lists層與效果管理列表有兩個列表,左邊顯示的是場景中存在的模擬層,右邊顯示的是所選擇的模擬層中所存在的效果,你能夠選擇,刪除,隱藏/顯示,凍結(jié)/解凍這些層或效果。s 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 copies 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 in 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 Leftclick the Add button. Rightclick the Add button to open the Selection Floater window to select objects inside floater. Clear : You can clear list by Leftclicking Clear button. In case you want to remove only one object from the list you must select the object in list and Rightclick 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 : Leftclick 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 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 Impact 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. Interactive Layer Manager (交互式層管理)在這個卷展欄你能對你所創(chuàng)建的效果進(jìn)行選擇,刪除,隱藏/顯示,凍結(jié)/解凍的操作。如果你想凍結(jié)第2個模擬層的所以燈光效果:選擇RF_Layer_2和RF_Light然后點freeze按鈕。RF(Rayfire)都會把你所添加的IMPACT 物體復(fù)制一個副本去模擬,而把原始的隱藏起來。Shooting Options(射擊選項)Start frame : 第一槍的幀數(shù),它不能少于5幀。 選擇你需要的效果,并把碰撞物添加到列表中,當(dāng)你按下這個按鈕時你就可以在碰撞物體上手動的添加添加射擊效果和碰撞變形。eactor Debris : Fragmented Predefined Holes :當(dāng)在Impact Deformation選擇Holes : Predefined可用,并把布爾運算中產(chǎn)生洞的物體進(jìn)行碎片處理,并參與REACTOR動力學(xué)計算。Selected Layer 和Selected Objects. 取決與激活那一個,當(dāng)你想交互式工作在你所選擇的層還是所選擇的物體。如果“Collision Tolerance”值較高,會使模擬穩(wěn)定,不過,也可能會造成“碰撞”對象之間出現(xiàn)縫隙。If you checked Decals in the Effects group, RayFire will a create plane with animated height and width and apply a procedural decal texture to the plane. Later, you can pick this material from the Decal plane, modify it or apply your own texture.Size : Plane size. Second spinner will ad