Localized Attributes
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+ | '''Overview of localize modes''' | ||
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+ | Paint mode cuts the model with the map you paint, then applies the break pattern (e.g. voronoi) to the white/coloured region (anything not left black). The map cannot animate. | ||
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+ | Volume mode works the same as paint, except the union of several volumes defines the region that becomes breakable. You can leave the fragment mode at none with either volume or paint localize mode, to just see the effect of the texture or volume. | ||
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+ | Cluster mode groups fragments into lumps according to which painted regions or volumes they land in. Volumes override painted colored regions, i.e. the painted map is only considered for fragments not already sitting inside a cluster volume. Fragments in the black painted region or outside a volume are left unclustered. Clusters can separate into their component fragments in response to a event later in the sim. | ||
+ | |||
+ | Event-driven mode uses a painted or procedural texture, or a volume, as a mask on the break pattern. The mask can animate, i.e. an animated texture sequence, time-varying procedural texture, layered texture, animated or deforming volume. The object is rebroken on every frame that an event (anim or collision) evaluates; an animated mask will reveal more fragments as the internal cracks defined by the break pattern eventually meet. You can also use the shape of another colliding object to define the volume in which breaking occurs. This is the only mode that allows you to see cracks growing through the model. | ||
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+ | '''!! THE SECTION BELOW IS OUT OF DATE!!''' | ||
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==== Use ==== | ==== Use ==== | ||
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Latest revision as of 22:01, 21 January 2013
Overview of localize modes
Paint mode cuts the model with the map you paint, then applies the break pattern (e.g. voronoi) to the white/coloured region (anything not left black). The map cannot animate.
Volume mode works the same as paint, except the union of several volumes defines the region that becomes breakable. You can leave the fragment mode at none with either volume or paint localize mode, to just see the effect of the texture or volume.
Cluster mode groups fragments into lumps according to which painted regions or volumes they land in. Volumes override painted colored regions, i.e. the painted map is only considered for fragments not already sitting inside a cluster volume. Fragments in the black painted region or outside a volume are left unclustered. Clusters can separate into their component fragments in response to a event later in the sim.
Event-driven mode uses a painted or procedural texture, or a volume, as a mask on the break pattern. The mask can animate, i.e. an animated texture sequence, time-varying procedural texture, layered texture, animated or deforming volume. The object is rebroken on every frame that an event (anim or collision) evaluates; an animated mask will reveal more fragments as the internal cracks defined by the break pattern eventually meet. You can also use the shape of another colliding object to define the volume in which breaking occurs. This is the only mode that allows you to see cracks growing through the model.
!! THE SECTION BELOW IS OUT OF DATE!!
Contents |
[edit] Use
type | enum |
---|---|
default | none |
indices | none : paint : event-driven |
Enables localized attributes. |
[edit] Options
[edit] Texture
type | color |
---|---|
default | 0 0 0 |
[edit] Sample
type | enum |
---|---|
default | surface |
indices | surface : pixels (file textures only) |
[edit] Surface samples
type | int |
---|---|
default | 5000 |
min | 4 |
The number of samples to distribute over the surface when finding boundaries between painted regions on the map. |
[edit] Relax iterations
type | int |
---|---|
default | 4 |
min | 0 |
The number of iterations to get an even distribution of sample points over the surface. |
[edit] Display samples
type | bool |
---|---|
default | False |
Display the points on the surface at which the clump map will be sampled. |
[edit] Remesh
type | bool |
---|---|
default | True |
[edit] Data name
type | string |
---|---|
default | paint |
The name of custom data to be attached to shards to identify which region in the map they originated from: black (int 0), white(int 1). |
[edit] Event-driven
[edit] Colorize fragments
type | bool |
---|---|
default | False |
[edit] Collide event uses
type | enum |
---|---|
default | texture |
indices | texture : collider shape |
[edit] Collider damage radius
type | float |
---|---|
default | 2.000 |
min | 0.000 |