Split plane Attributes

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[[File:Split plane attributes.png]]
 
[[File:Split plane attributes.png]]
  
= Live update =
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The Mesh attributes are the first set of attributes available on a break geometry node.
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[[File:AE_mesh_Attributes.png]]
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= Output mesh =
 
{| class="wikitable" style="width: 100%"
 
{| class="wikitable" style="width: 100%"
 
|-
 
|-
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|-
 
|-
 
! scope="row" width="75" |  
 
! scope="row" width="75" |  
| Allows for the mesh to be dynamically regenerated when the planes are translated. Each plane is its own node that is selectable in either the viewport or the outliner.
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| Draws the resulting fragments. When toggled off the mesh now draws as it did prior to being fractured.
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<gallery widths="150px" perrow="2">
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File:AE mesh outMesh-On-Xray-100Points.png| On (default)
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File:AE mesh outMesh-Off-Xray-100Points.png| Off
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</gallery>
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|}
  
[[File:Split plane outliner.png]]
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= Type =
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{| class="wikitable" style="width: 100%"
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|-
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! scope="row" width="75" | type
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| enum
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|-
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! scope="row" width="75" | default
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| Solid
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|-
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! scope="row" width="75" |
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| Determines whether or not internal fragments will be generated.
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<gallery widths="150px" perrow="2">
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File:AE mesh solid-100Points.png|Solid (default)
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File:AE mesh shell-100Points.png|Shell
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</gallery>
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|}
  
When it is selected it can be freely transformed. While transforming the mesh will dynamically update if the Live update option is on. If toggled off then the mesh will not change until this option is toggled back on. This is useful when dealing with a large number of planes as transforming a split plane will result in sluggish performance.
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= Internal offset =
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{| class="wikitable" style="width: 100%"
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|-
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! scope="row" width="75" | type
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| float
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|-
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! scope="row" width="75" | default
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| 0.01
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|-
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! scope="row" width="75" |
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| This values determines how far the internal fragments are offset from one another.
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<gallery widths="150px" perrow="2">
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File:AE mesh solid-100Points.png| 0.01 (default)
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File:AE mesh internalOffset-0.05-100Points.png| 0.05
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</gallery>
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|}
  
<gallery caption="Live update on (default)" widths="150px" perrow="2">
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= Average normals =
File:Split plane-liveupdated-on.1.png
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{| class="wikitable" style="width: 100%"
File:Split plane-liveupdated-on.2.png
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|-
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! scope="row" width="75" | type
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| bool
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|-
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! scope="row" width="75" | default
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| True
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|-
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! scope="row" width="75" |
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| Average normals will smooth the edges of the internal faces. When toggled off it produces a more chiseled affect.
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<gallery widths="150px" perrow="2">
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File:AE mesh solid-100Points.png| On (default)
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File:AE mesh averageNormals-Off-100Points.png| Off
 
</gallery>
 
</gallery>
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|}
  
<gallery caption="Live update off" widths="150px" perrow="2">
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= Triangulate =
File:Split plane-liveupdated-off.1.png
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{| class="wikitable" style="width: 100%"
File:Split plane-liveupdated-off.2.png
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|-
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! scope="row" width="75" | type
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| bool
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|-
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! scope="row" width="75" | default
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| False
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|-
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! scope="row" width="75" |
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| Triangulates the output mesh faces.
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<gallery widths="150px" perrow="2">
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File:AE mesh outMesh-On-100Points.png| Off (default)
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File:AE mesh triangulation-On-100Points.png| On
 
</gallery>
 
</gallery>
 
|}
 
|}

Revision as of 19:51, 29 April 2012

The Split plane fragment option allows a user to divide the mesh using one or more planes. These planes can also generate a variety of noise patterns, where the split(s) occur, creating a more natural surface effect that is similar to when something like a brick is broken into multiple pieces.


Split plane attributes.png

The Mesh attributes are the first set of attributes available on a break geometry node.

AE mesh Attributes.png


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.

Grid Size

type float
default 5.0
The size of one cell in a grid. The higher the percentage is will result in less resolution in the split. However, when dealing with large amounts of splits in may be preferred to keep this number high until you have satisfactory simulation results and are ready to start creating final takes.

Splits

This is the number of planes dividing up the fractured mesh. By default there is only 1 plane but multiple planes may be added. Each plane is represented by its own node.

Outliner 5 split plane nodes.png

The attributes found within the Splits group allow a user to create more planes and randomly seed their positions.

Seed

type int
default 30
The seed values work the same as voronoi and allow a user to experiment with various combinations and return to any previously used seed value to get the same result as before.


The planes are not fixed and can easily be translated. To reset the translations simply press the "Randomize" button again and the planes will be restored to their original positions.

Repetitions

type int
default 2
This is the number of planes to randomize. By default FractureFX creates one evenly positioned plane when changing the fragments to split_plane. To start experimenting with multiple planes and seeds press the "Randomize" to trigger an update in the viewport.

Noise

The internally generated noise can be modified. This change will affect all planes belonging to the same fxBreakGeometry node as there are no plane specific noise settings.

Amplitude

type float
default 15.0
The height of the displacement is controlled here. Lower values will seemingly flatten out the displacement effect while higher values will give a more dramatic effect.

Wavelength

type float
default 30.0
Modifying this attribute can stretch or compress the wave pattern of the noise. Below, smaller values are creating more "spikes" in the mesh while larger values results in a more gradual effect.

Shift

type float
default 0.0 0.0
A noise pattern can be shifted in X or Y by adjusting these values.

Variation

type float
default 0.0
Adjusting this value up or down will create variations of the noise combining all the aforementioned attributes.

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