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4.4.1 Displace
In this rollout you can define the properties for Displacement.
Displace Rollout

If you select Displace Impact Deformation in Impact Deformations groups, RayFire will subdivide each impact face, create at this face Displace space warp object with a procedural map for strength and animate the strength property. After that RayFire will bind this displacement to the Impact object.
Pay attention that original impact objects will be hidden and all subdivide operations will be produced on their copies.

Bake animation : By default RayFire uses standard Select and Link function to link Displace space warp with impact object. But in case impact objects are skinned or pointcached or deformed in any other ways you must bake displace space warp position and rotation at each frame.

Subdivide Level : Number of times impact face will be subdivided.

Geometry Displacement Subdivision Level
Strength : Strength for displace space warp.

Size : Length and width for displace space warp.

Second spinners of each will add variation.
Displacement Size & Strength
Tip: If you want to apply your own map for strength, just select one of the displace space warps, then drag and drop a Gradient map as an instance from the image group to the material editor. After that you can modify this gradient map or exchange it with your own map. This will affect all of the RF displace space warp objects.

4.4.2 Reactor Hit
In this rollout you can define the properties for Reactor Hit.

Reactor Hit strength : Hit strength for the Reactor Hit impact deformation. Increase it to make the interaction stronger.

Reactor Hit additional time : adds additional frames to the reactor simulation.

For instance, if you want to simulate shooting with Reactor Hit Impact deformation between 10 and 70 frames, it means that reactor will create a simulation between 10 and 70 frames. Setting 20 in this spinner means that reactor will create the animation between 10 and 90 frames.
Inactive Impact objects : for instance, if you want to shoot several Impact objects with Reactor Hit Impact deformation. RayFire will create an animation for each object that is hit. In this case, the checkbox is OFF, all other Impact Objects in this simulation will be treated as Unyielding objects and the object that was hit will collide with them but reactor will NOT create animation for them. When this checkbox is ON all other Impact objects will be treated as Inactive objects, this means that after an object is struck it will collide with them and reactor will create animation.

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