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2.1 Impact Objects
In this rollout you can define physical properties for Impact objects.
RayExplosion Reactor


Impact and Debris Properties

Simulation Geometry : Geometry for physical interaction during simulation.
Material : Material presets, use these to quickly assign Friction and Elasticity on next two spinners.
Mass By : Method which RayFire will use to assign mass for to the Impact Objects and Reactor Debris.
Random: range : RayFire will apply a random value from the mass range to each fragment.
By volume: range : RayFire will distribute mass from the mass range to each fragment using the fragments volume. So the smallest fragment will get the minimum value from range and largest fragment will get the maximum value from range.
By material density : RayFire will apply mass to each fragment using the fragments volume and material density.
Mass range : First spinner: Minimum value, Second Spinner: Maximum Value.
Friction and Elasticity : RayFire will assign these values to the objects.



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