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Destructing Elements in 3ds Max With RayFire: Part 2

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2 min read

In this second part of the tutorial, I'll show you how to demolish a pillar realistically into thousands of various sized chunks using RayFire in 3ds Max.

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1. Scene Set Up

Step 1

Open 3ds Max.

Open 3ds MaxOpen 3ds MaxOpen 3ds Max
Open 3ds Max

Step 2

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

Create  Standard Primitives  PlaneCreate  Standard Primitives  PlaneCreate  Standard Primitives  Plane
Create > Standard Primitives > Plane

Step 3

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

Create Standard Primitives BoxCreate Standard Primitives BoxCreate Standard Primitives Box
Create > Standard Primitives > Box

Step 4

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

Create Standard Primitives SphereCreate Standard Primitives SphereCreate Standard Primitives Sphere
Create > Standard Primitives > Sphere

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.

Auto Key buttonAuto Key buttonAuto Key button
Auto Key button

2. Wall Fragments

Step 1

Go to Create >  RayFire.

Go to Create RayFireGo to Create RayFireGo to Create RayFire
Go 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
Go to RayFire > Open RayFire Floater

Step 3

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

Dynamic Impact Objects windowDynamic Impact Objects windowDynamic Impact Objects window
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.

Static Kinematic Objects windowStatic Kinematic Objects windowStatic Kinematic Objects window
Static & Kinematic Objects window

Step 5

Go to Fragments tab and set the Fragmentation type to Voronoi-Uniform and Iteration to 10. Click on Fragment to break the wall into pieces.

Go to the Fragments tabGo to the Fragments tabGo to the Fragments tab
Go to Fragments tab

Step 6

Once again, go to Object tab and click on Clear button to remove all dynamic objects from the Dynamic / Impact Objects list.

Dynamic Impact Objects listDynamic Impact Objects listDynamic Impact Objects list
Dynamic / Impact Objects list

Step 7

Select the indicated chunk of the wall and click on Add button to add the selected objects in the list. 

This chunk is chosen because this is the chunk which will be hit by the ball and broken into smaller chunks.

Add buttonAdd buttonAdd button
Add button

Step 8

With the rest of the chunk selected, go to Static & Kinematic Objects window and click on Add button to add the selected chunks in the list. These chunks will remain unaffected by the hit.

Static  Kinematic ObjectsStatic  Kinematic ObjectsStatic  Kinematic Objects
Static & Kinematic Objects

3. Wall Demolition Simulation

Step 1

Go to Physics tab and under Demolition Properties, turn on Demolish Geometry option.

Go to Physics tabGo to Physics tabGo to Physics tab
Go to Physics tab

Step 2

Since the Demolish Geometry option is set to ON, so the Preview option will not work. Hence, click on Bake button.

Demolish Geometry optionDemolish Geometry optionDemolish Geometry option
Demolish Geometry option

Step 3

You'll see that the ball has further broken the chunk but in bigger fragments.

You will see that the ball has further broken the chunkYou will see that the ball has further broken the chunkYou will see that the ball has further broken the chunk
You will see that the ball has further broken the chunk

Step 4

To make the broken fragments more detailed and smaller, you need to decrease the Material Solidity value to 0.1.

Material SolidityMaterial SolidityMaterial Solidity

Step 5

Now start the simulation once again by pressing the Bake button. This time you'll see more detailed and smaller fragments.

Bake buttonBake buttonBake button
Bake button