Mesh Attributes
From Fracture FX
(Difference between revisions)
m (→Output mesh) |
m (→Type) |
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= Type = | = Type = | ||
− | type | + | {| class="wikitable" |
− | + | |- | |
− | default | + | ! scope="row" | type |
− | + | | enum | |
− | + | |- | |
− | <gallery widths=" | + | ! scope="row" | default |
+ | | Solid | ||
+ | |- | ||
+ | ! scope="row" | | ||
+ | | Determines whether or not internal fragments will be generated. | ||
+ | <gallery widths="1500px" perrow="2"> | ||
File:AE mesh solid-100Points.png|Solid (default) | File:AE mesh solid-100Points.png|Solid (default) | ||
File:AE mesh shell-100Points.png|Shell | File:AE mesh shell-100Points.png|Shell | ||
</gallery> | </gallery> | ||
+ | |} | ||
= Internal offset = | = Internal offset = |
Revision as of 18:49, 29 April 2012
The Mesh attributes are the first set of attributes available on a break geometry node.
Contents |
Output mesh
type | bool |
---|---|
default | True |
Draws the resulting fragments. When toggled off the mesh now draws as it did prior to being fractured.
|
Type
type | enum |
---|---|
default | Solid |
Determines whether or not internal fragments will be generated.
|
Internal offset
type: float
default: 0.01
description: This values determines how far the internal fragments are offset from one another.
Average normals
type: boolean
default: True
description: Average normals will smooth the edges of the internal faces. When toggled off it produces a more chiseled affect.
Triangulate
type: boolean
default: False
description: Triangulates the output mesh faces.