Feature list: • NVidia PhysX Rigid Body support via RayFire user interface. • NVidia PhysX Force Influence Allows You to affect on objects in simulation by forces, space warps and mouse cursor.
Glue allows you to glue objects together and break connections between objects during simulation. Several types of simulated objects: Dynamic, Static, Kinematik, Sleeping and Dead. • Entropy Bullet Rigid Body support via RayFire user interface. (Beta) • Creates dynamic simulation and demolishes objects accordingly to their material and collision strength. Each fragment can be demolished further with proper amount of collision strength. Allows to cache geometry and animation is single file to store it outside of scene.
RayFire 1.82 plug-in for Autodesk 3ds Max 2014 – 2019. Production Proven: Easy to Learn, Easy to Use. RayFire license is Perpetual and provides one year of Support and Maintenance which includes all new releases for Free. After a year you can Upgrade your license and get one more year.
Image tracing to fragments. Interactive realtime Voronoi shatter modifier.
Creates voxels using geometry volume. Groups simple fragments into more complex clusters. Allows You to create all kinds of explosions. Animated 3D Cracks inside refractive object. • Irregular, Uniform, Voronoi, Wood splinters, Radial, Bricks fragmentation types. Ability to draw cuts over your objects by mouse. • Makes flat voronoi inner faces tesselated and noisy.
• Fragmentation by Shapes. Allows to use Shapes as stensil to fragment objects. • Automatic update system.
Sorry again for tha delay eheheheeh, i was testing max 2010 and i had to uninstall 2009 but i returned again 😉 i believe that you problem is connected to the materials that dreamscape use, because it can be rended only with “default scan line or Vray”, dreamscape materials are problably conected in some way with vray materials and because of that mental ray can not assign those materials (like you said before). I copyed one of the errors to here and as we can see mental ray can not assign those materials.
After all metalray is a basic render compared with vray. Diferences beetween them are the quality of results and render speed as we all know. MSG 0.0 error: Atmospheric “DreamScape” is not supported. MSG 0.0 error: Texture map “Map #0 ( DreamScape: Composite )” is not supported by mental ray and will not render. It probably has to do with incomptability between MR and DS. It’s like what existed between MR and 3dmax’s 7-8 raytrace mats.
MR was designed to use it own mats, prefixed with ‘mr’ in the matlib; so even tho MR rendered fine with 3dmax’s raytrace, there was a lot of artifacting, compared to smooth renders results using MR with MR mats. It’s only because 3dsmax’s users were crying to get this problem solved, that the makers of MR went ahead and did it; an it was much better in 3dsmax 9 and onwards.