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1.3 Shooting Options

In this rollout you can define the effects for shooting, how they are linked to Impact objects, the impact deformation type for Impact objects, use Interactive modes and simulate shooting

Simulation Options

Gun Objects
Gun objects are objects which will shoot Impact objects from the gun pivot point in the Z axis direction. You can use multiple animated Gun objects. You can also quickly create a plane with look at constraint to use it as gun clicking Create Gun in the Tools menu.

Shooting Options
Start frame : First shooting frame. It cannot be less than frame 5.
End frame : Last shooting frame.
Shooting rate : Shooting rate.
Rounds per shot : How many shots RayFire will create at each shoot frame. Increase this spinner to get a shotgun like shooting effect, but do not forget increase Shoot spread spinner too or all shots will appear at the same position.
Spread angle : Maximum random angle for each shot.

Simulate Shooting
Executes shooting simulation. Be sure that you define at least one gun and one impact object. Note that if you use some impact deformations, such as:

Reactor Hit, Displace, Holes - Realtime or Holes - Predefined, RayFire will create copies of all Impact objects, add Impact Deformation type to their names, hide original objects and will make all impact deformations on copies. After the simulation RayFire will automatically add these objects to the Impact objects list.

Instant Action
Using this feature you can create all of the effects and impact deformations without a gun. Just choose some effects, add ONE object to the Impact objects list. Push Instant Action button, then start picking points on the impact object. All chosen effects will automatically be created at these points.

Warning: If you use impact deformations: Instant Action works directly with the original Impact objects, save your scene before using the Instant Action feature.

Geometry
Decals : Create animated plane for Decals effect.
Bullets : Create animated box or predefined objects for Bullet effect.
Reactor Debris : References : Create geometry objects from Debris Reference list in Debris rollout at each impact point and explode them using reactor.
Reactor Debris : Fragmented Predefined Holes : Fragment predefined holes in case you use Holes : Predefined impact deformation and explode them using reactor.

Impact Deformation
Reactor Hit : Using this feature you can create a realistic physical interaction of Impact objects with bullets. Every shot will hit an impact object and create animation for it using Reactor.
Displace : Using this feature you can shoot low poly objects and automatically subdivide impact faces to get detailed dent.After that RayFire will create Displace space warp and bind it to the impact object.
Holes : Realtime : Using this feature you can create holes in impact objects. Holes will appear in the real time and Impact objects will get additional geometry on fly.
Holes : Predefined : Using this feature you can create holes in impact objects. Holes will be already predefined. Objects which fill these holes will change visibility at 0 at each impact frame. Also using predefined holes you can fragment each predefined object and explode them using Reactor at each shot.
None : Do not create any impact deformations. Use this mode if you just want to create effects like smoke, debris etc.


Effects Link Mode
Attachment Constraint : Every time RayFire creates effects it must link these effects to the impact objects. Use the attachment constraint if you want to create effects on skinned or pointcached objects. In this case RayFire will apply attachment constraint on each created effect and link it to the impact objects impact face.
Select and Link : Created effects will use standard Select and Link function to link effects to the impact objects. Use it with non deformed impact objects.


Particles
Blood : Create particles for Blood effect using PArray and emitter plane.
Sparks : Create particles for Sparks effect using PArray and emitter plane.
Debris : Create particles for Debris effect using PArray and emitter plane.
Smoke : Create particles for Smoke effect using PArray and emitter plane.
Custom : Use this feature If you want to create your own particle system, lights or any other objects at impact points.

Light
Impact Flash : Create Flash effect at each impact point using Omni Light
Muzzle Flash : Create Flash effect at gun muzzle using Omni Light

Interactive Mode
Using Interactive mode you can interactively change properties in the already created effects.
There are two modes:

Selected Layer and Selected Objects. Depends on which is active you can work with simulation Layer selected in the right list or only with selected objects. After you will activate one of the mode, all spinners which can interactively change properties will get red brackets.
For example: You have debris in first and second simulations. You want to change particles amount for debris in first layer, particle size for debris in second layer and particle speed for all debris in scene.
Turn On Selected Layer interactive mode Select RF_Layer_1 in the list.
Change Num: spinner value in Debris group in Effects rollout.
Select RF_Layer_2 in the list.
Change Size: spinner value in Debris group in Effects rollout.
Select All Layers in the list.
Change Speed: spinner value in Debris group in Effects rollout.
If you want to change color in specified lights, turn ON Selected Objects interactive mode, select these lights in viewport, don’t worry if you select any other objects and change color in Lights rollout. RayFire will change color for all selected lights created using RayFire.

Using this technique you can change any properties in created effects through RayFire Tool, no matter when you create them.
Also using presets you can interactively load properties.

For example: you can create two presets, one with low amount of particles and one with high amount. While you work in scene better to use low amount of particles to speed up your workflow, but before rendering you can turn on Selected Layer interactive mode, select needed layer, select preset with high amount of particles and push Load button. After rendering you can select preset with low amount of particles and load them again.
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