Mesh Attributes
From Fracture FX
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= Triangulate = | = Triangulate = | ||
− | + | {| class="wikitable" style="width: 100%" | |
− | + | |- | |
− | default | + | ! scope="row" | type |
− | + | | bool | |
− | + | |- | |
+ | ! scope="row" | default | ||
+ | | False | ||
+ | |- | ||
+ | ! scope="row" | | ||
+ | | Triangulates the output mesh faces. | ||
<gallery widths="300px" perrow="2"> | <gallery widths="300px" perrow="2"> | ||
File:AE mesh outMesh-On-100Points.png| Off (default) | File:AE mesh outMesh-On-100Points.png| Off (default) | ||
File:AE mesh triangulation-On-100Points.png| On | File:AE mesh triangulation-On-100Points.png| On | ||
</gallery> | </gallery> | ||
+ | |} |
Revision as of 19:06, 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 |
This values determines how far the internal fragments are offset from one another.
|
Average normals
type | bool |
---|---|
default | True |
Average normals will smooth the edges of the internal faces. When toggled off it produces a more chiseled affect.
|
Triangulate
type | bool |
---|---|
default | False |
Triangulates the output mesh faces.
|