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Destructing Elements in 3ds Max With RayFire: Part 1

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2 min read

This is a new series on destructing elements in 3ds Max with the industry standard plugin RayFire. In the first instalment of the tutorial, I'll show you how to work in RayFire with the most basic operations and methods of demolishing elements in 3ds Max. 

Preview


1. Preparing the Scene

Step 1

Open 3ds Max.

Open 3ds MaxOpen 3ds MaxOpen 3ds Max

Step 2

Go to Create > Standard Primitives > Plane and create a ground plane on the perspective viewport as shown in the following image.

create a ground planecreate a ground planecreate a ground plane

Step 3

Go to Create > Standard Primitives > Box and create a wall structure on the ground plane.

create a wall structure on the ground planecreate a wall structure on the ground planecreate a wall structure on the ground plane

Step 4

Go to Create > Standard Primitives > Sphere and create a ball on the ground plane.

create a ball on the ground planecreate a ball on the ground planecreate a ball on the ground plane

Step 5

With Auto Key button turned on, animate the position of the ball in such a way that it should pass through the wall from 0 to 15 frames.

animate the position of the ballanimate the position of the ballanimate the position of the ball

2. RayFire Simulation

Step 1

Go to Create >  RayFire.

Go to Create   RayFireGo to Create   RayFireGo to Create   RayFire

Step 2

Go to RayFire > Open RayFire Floater. It opens the RayFire floater window.

Go to RayFire  Open RayFire FloaterGo to RayFire  Open RayFire FloaterGo to RayFire  Open RayFire Floater

Step 3

With the wall selected, go to Dynamic/ Impact Objects window and click on Add. It will add the wall object in the list.

go to Dynamic Impact Objects windowgo to Dynamic Impact Objects windowgo to Dynamic Impact Objects window

Step 4

With the ball and plane selected, go to Static & Kinematic Objects window and click on Add button to add the selected objects in the list.

go to Static  Kinematic Objects windowgo to Static  Kinematic Objects windowgo to Static  Kinematic Objects window

Step 5

Go to Fragments tab and set the Fragmentation type to Voronoi-Uniform and Iteration to 50. Click on Fragment to break the wall into pieces.

set the Fragmentation typeset the Fragmentation typeset the Fragmentation type

Step 6

Go to Physics tab and set the set the Start Frame to 0. Click on Preview button.

Go to Physics tabGo to Physics tabGo to Physics tab

Step 7

As soon as you click on Preview button, the simulation starts and you'll see the ball shatters the wall into pieces.

the ball shatters the wall into piecesthe ball shatters the wall into piecesthe ball shatters the wall into pieces

Step 8

Sometimes you'll notice that the wall fragments start simulating even before they're hit by the ball. In this case, with all fragments selected, go to Sleeping Objects window and click on Add button. 

Now, the fragments will react only upon getting hit.

Now the fragments will react only upon getting hitNow the fragments will react only upon getting hitNow the fragments will react only upon getting hit

Step 9

Once you are happy with the simulation, click on Bake button to finalise the simulation. It will create keyframes on the timeline.

finalise the simulationfinalise the simulationfinalise the simulation

3. Alternate Simulation

Step 1

If you want the scattered fragments to stick to the ground from the very beginning, let the simulation preview reach to 100 frames and then click on Stop button.

Alternate SimulationAlternate SimulationAlternate Simulation

Step 2

Delete the sphere and create a box on the ground plane as shown in the following image.

create a box on the ground planecreate a box on the ground planecreate a box on the ground plane

Step 3

With the box selected, go to Hierarchy and click on Affect Pivot Only to set the pivot of the box to the end as shown in the following image.

Affect Pivot OnlyAffect Pivot OnlyAffect Pivot Only

Step 4

With Auto Key button turned on, animate the rotation of the box in such a way that it rotates through the fragments on the ground plane from 0 to 15 frames as shown in the following image.

rotate through the fragments on the ground planerotate through the fragments on the ground planerotate through the fragments on the ground plane

Step 5

With the box selected, go to Static & Kinematic Objects window and click on Add button to add the box in the list.

go to Static  Kinematic Objects windowgo to Static  Kinematic Objects windowgo to Static  Kinematic Objects window

Step 6

Go to Physics tab and click on Preview button. You'll see the box swapping out the lying fragments on the ground plane.

swapping out the lying fragments on the ground planeswapping out the lying fragments on the ground planeswapping out the lying fragments on the ground plane