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Rayfire for 3ds max 2016
Rayfire for 3ds max 2016









rayfire for 3ds max 2016

Pulldownit 5 for 3ds Max brings new destruction features and important updates in performance and usability. The power of Pulldownit solver allows computing thousands of objects in dynamics in a stable and realistic way.

rayfire for 3ds max 2016

By using it, digital artists are able to shatter objects in different styles, create surface cracks and simulate easily the fracture of 3D models. We deleted those files as they were already rendered.įirst is ray fire slice(doesn't need MB as it is slow moving, well it needs but it is ok without) Second had to have MB(that is what was making problems) Third is FROST and vrmesh and it has MB, it is slow motion transitioning in real time(can't fake MB in Post).Pulldownit is a dynamics plugin intended for destruction effects as well as massive rigid bodies simulations. Vray was NB from 25th October, tried with few NB around oct/nov, Max was 2016 sp3 and phoenix was 3, we used demo 3 for loading it, so i guess that files are from version 3? Using Thinkbox Frost and particles for other liquids with rayfire cache and xmesh was able to produce proper mblur on vrmesh(without cutting) just fine. If we used rayfire slicer on any vrmesh it wasn't able to produce MB, that is why i asked few days earlier will vray clipper be supported on GPU. Absolutely every velocity channel was saved in phoenix but it didn't yield results.

rayfire for 3ds max 2016

Xmeshing, rayfire cache also wasn't able to produce any motion blur when phoenix was used on vrmesh. Tried with frost and particles(we used that for other things) and results wasn't satisfactory for liquid. Anyway it was only solution at the moment. Work around was to setup scene, use phoenix sim we got, pray, not save and render and pray we wouldn't have to render again we weren't able to achieve exactly same results as we wanted, but it wasn't noticeable at the end. In second post is example without cut, just vrmesh export, that produces wrong motion blur(based around object pivot). Searched online for solutions and i got that info from ephere forum(something about LUCID and MB in Vray) but it sounded so familiar and didn't have time to investigate any further. Hello, problem was modifying topology, from whatever reason, something about incorrect number of vertices between frames.











Rayfire for 3ds max 2016