3DS Max tutorial fire effect - Skin Investigation

3DS Max tutorial fire effect

How to create realistic demolition effects with 3ds Max


How to create realistic demolition effects with 3ds Max

In this 3ds Max tutorial we show you how to create realistic demolition effects with the RayFire plug-in

The RayFire plug-in is an ideal tool for any visual effects professional. It also works incredibly well alongside the major fluid dynamics packages such as FumeFX and RealFlow, adding a whole other dimension to your work. You can get a demo version of it from the official RayFire Studios site if you don’t already own it.

How to create realistic demolition effects with 3ds Max

Step 1: The scene

First things first, we will need to establish a basic scene in which to create the desired effect, which is in essence a bullet hitting a stationary light bulb, creating all manner of shattering glass. If you intend to use your own models, be aware that the geometry must be free of holes etc. in order to work properly within RayFire. A bulb model can be sourced from the Free3DModelz website.

Step 2: Interaction geometry

With the bulb (or other model of choice) in place, we must now place the geometry that will interact with the soon-to-be shattered glass.How to create realistic demolition effects with 3ds Max Line up the bullet in accordance with the area of the object where you would like the most damage to occur.

Step 3: Animation settings

At this stage, you should consider the speed at which the animation will occur. In order to get that high-speed effect, we have set our scene at 600 frames and animated the projectile (sphere) moving through the bulb. This is a simple keyframed move taking place between frames 0-100; this leaves the remaining 500 frames free to accommodate the aftermath.

Step 4: Open RayFire and assign objects

How to create realistic demolition effects with 3ds MaxOpen the RayFire floater (launches from Create>Geometry>RayFire within the sidebar). Add your main impact object (the glass) into the Dynamics/Impact Objects section of RayFire and subsequently the floor plate and other static/kinematic objects into the section below. This includes the projectile sphere as it is already animated and therefore does not need to have dynamic qualities applied. Finally, set the material settings below each panel – Glass for the dynamics section and Concrete for static/kinematic objects.

Step 6: Final simulation

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Tutorial written by Ross Board for 3D Artist issue 33, available to buy as a back issue from the official Imagine Publishing online store.



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