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.
The Mesh attributes are the first set of attributes available on a break geometry node.
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.
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.
- A plane that was seeded being translated and reset
|
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.
- Inverting values will invert the internal displacement
|
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.
|
Options