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3.1 Fragmentation Options rollout
In this rollout you can fragment Impact Objects and define fragmentation properties for Reactor Demolition feature.

RayExplosion Tool

Fragmentation will not work properly if your mesh has open edges.
Close all open edges before using fragmentation.


RayFire will weld vertices and cap open edges automatically, this is better done by yourself.
You can fragment several objects at once, although it is recommended you fragment them separately.

To use this feature add base object to the Impact Objects list and push Fragment Impact Objects button. After the fragmentation process you can select new objects or delete them via Interactive Layer Manger.

In case the Impact object has more then 50000 triangles a Yes/No/Cancel window will appear.
It will inform you about Impact objects which have more then 50000 triangles and ask you "Do you want to optimize these objects automatically before fragment?"

Choose Yes to optimize mesh, but pay attention that in this case UVW map will get out of order.
Choose No to continue without optimizing, ProBoolean may fail during fragmentation process.
Choose Cancel to cancel fragmentation process.
Keep this in mind and try to fragment object no more than 10000 - 20000 triangles

1. Uniform: All fragments will have about the same size.

ProBoolean Fragment Demo

2. Irregular: Some fragments will be big, some small.

ProBoolean Fragment Demo

3. Relative to Bomb/Impact.
Fragment object with more tiny fragments to point in space or to Impact point in case You use Reactor Demolition. You can set this point by defining one object as bomb in Reactor explosion options, RayFire will use it`s pivot point position. If Bomb object undefined RayFire will use Impact objects average position.

ProBoolean Fragment Demo

4. Relative to Mouse. Fragment objects relative to mouse cursor position. RayFire will fragment objects only near mouse cursor, if You will move cursor far from fragments RayFire will use Uniform fragmentation type.

5. Relative to Pivot. Fragment objects relative to objects pivot point.
Iterations : Defines how many times object will be cut. Second Spinner will add variation.

RayExplosion Iterations

Chaos : Defines random angle range for cutter object.
Detailization : Defines fragments surface detailing.
RayExplosion Detailization
Noise strength : Defines fragments noise strength.
RayExplosion Noise Scale & Strength

Material Button : push this button to define material for the fragmented area.
Pick Button : push this button and pick object with material which You want to use as fragment material.

RayExplosion Noise Scale & Strength

Fragmentation method : RayFire provides two ways to fragment object: ProBoolean and ProCutter.
ProCutter more stable but less accurate.
If for some reason ProBoolean cannot fragment object try to use ProCutter.

Fragmentation seed : using fragmentation seed You can fragment object evry time with the same pattern.
Set seed to 0 to fragment object each time in different ways.

Face threshold : Defines fragments minimum face number.
If a fragment has a lower face number than the Face threshold value it will be deleted.
Useful if you want to explode fragments using reactor.

Size threshold : Defines fragments minimum size.
If fragment has a lower size than the Size threshold value it will be deleted.
Useful if you want to explode fragments using reactor.

Jitter amount : Defines the maximum position shift for the fragments.

Material Id : Defines material Id for fragment surface.
Pay attention that value should be greater then biggest material Id value of Impact object.
Set it to 0 to apply Material Id automatically.

Rift width : Defines gap distance between fragments.
Useful if you want to explode fragments using reactor.


Fill rifts : Creates object which fill rifts.

Bake animation : Bake fragments in case Impact object has animation.

Quadrangle faces : Make all fragment`s faces four sided.

Create selection sets : create slection set with fragments after fragmentation.

Animate Impact and Fragment objects Visibility : Activate this checkbox if you want to animate visibility for original object and the resulting fragments. Use Start Frame spinner in Shooting Options to define the time when the original object will change its visibility to 0 and fragments will change their visibility to 1. If this checkbox deactivated RayFire will just hide the original object.
Useful if some fragments become unstable during reactor explosion.

After fragmentation has finished you can delete them.

Remove middle edge vertices : removes two-edged vertices after fragmentation is finished

Remove angle threshold : defines maximum angle for two edge which shares middle edge vertex.

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