Meshes
From Fracture FX
(Difference between revisions)
(Created page with "==== Output meshes ==== ==== Empty fragment group ==== ==== Triangulate fragments ==== ==== Fragment group ==== ==== Fragment basename ==== ==== Material ====") |
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==== Output meshes ==== | ==== Output meshes ==== | ||
+ | {| class="wikitable" style="width: 100%" | ||
+ | |- | ||
+ | ! scope="row" width="75" | type | ||
+ | | option menu | ||
+ | |- | ||
+ | ! scope="row" width="75" | default | ||
+ | | on | ||
+ | |- | ||
+ | ! scope="row" width="75" | | ||
+ | | Output fragments to Maya mesh shapes, rather than just producing a GL preview of the result. | ||
+ | |} | ||
+ | |||
==== Empty fragment group ==== | ==== Empty fragment group ==== | ||
+ | {| class="wikitable" style="width: 100%" | ||
+ | |- | ||
+ | ! scope="row" width="75" | type | ||
+ | | bool | ||
+ | |- | ||
+ | ! scope="row" width="75" | default | ||
+ | | False | ||
+ | |- | ||
+ | ! scope="row" width="75" | | ||
+ | | Empties the fragment group at the start of each simulation. Otherwise existing meshes under the fragmentGroup are reused. | ||
+ | |} | ||
+ | |||
==== Triangulate fragments ==== | ==== Triangulate fragments ==== | ||
+ | {| class="wikitable" style="width: 100%" | ||
+ | |- | ||
+ | ! scope="row" width="75" | type | ||
+ | | bool | ||
+ | |- | ||
+ | ! scope="row" width="75" | default | ||
+ | | True | ||
+ | |- | ||
+ | ! scope="row" width="75" | | ||
+ | | | ||
+ | |} | ||
+ | |||
==== Fragment group ==== | ==== Fragment group ==== | ||
+ | {| class="wikitable" style="width: 100%" | ||
+ | |- | ||
+ | ! scope="row" width="75" | type | ||
+ | | string | ||
+ | |- | ||
+ | ! scope="row" width="75" | default | ||
+ | | fragmentGroup | ||
+ | |- | ||
+ | ! scope="row" width="75" | | ||
+ | | A group under which all generated fragments will be placed. | ||
+ | |} | ||
+ | |||
==== Fragment basename ==== | ==== Fragment basename ==== | ||
+ | {| class="wikitable" style="width: 100%" | ||
+ | |- | ||
+ | ! scope="row" width="75" | type | ||
+ | | string | ||
+ | |- | ||
+ | ! scope="row" width="75" | default | ||
+ | | frgmt# | ||
+ | |- | ||
+ | ! scope="row" width="75" | | ||
+ | | The basename to give new meshes placed under the fragment group. | ||
+ | |} | ||
+ | |||
==== Material ==== | ==== Material ==== | ||
+ | {| class="wikitable" style="width: 100%" | ||
+ | |- | ||
+ | ! scope="row" width="75" | type | ||
+ | | string | ||
+ | |- | ||
+ | ! scope="row" width="75" | | ||
+ | | A shading group to assign to new fragments. You can connect a shader instead and the downstream shadingEngine will be found. Defaults to initialShadingGroup. | ||
+ | |} |
Revision as of 05:57, 8 July 2012
Contents |
Output meshes
type | option menu |
---|---|
default | on |
Output fragments to Maya mesh shapes, rather than just producing a GL preview of the result. |
Empty fragment group
type | bool |
---|---|
default | False |
Empties the fragment group at the start of each simulation. Otherwise existing meshes under the fragmentGroup are reused. |
Triangulate fragments
type | bool |
---|---|
default | True |
Fragment group
type | string |
---|---|
default | fragmentGroup |
A group under which all generated fragments will be placed. |
Fragment basename
type | string |
---|---|
default | frgmt# |
The basename to give new meshes placed under the fragment group. |
Material
type | string |
---|---|
A shading group to assign to new fragments. You can connect a shader instead and the downstream shadingEngine will be found. Defaults to initialShadingGroup. |