Crack image Attributes

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The Crack image feature of Fracture allows a user to interactively paint, or assign an image, to define the fracture pattern that is projected through a mesh. This feature is commonly used in creating spider-web fracture pattern for shattering glass.
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[http://vimeo.com/42211576 FFX Fundamentals: fracture types, crack image]
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[[File:Crack image attributes.png]]
 
[[File:Crack image attributes.png]]
= Attributes =
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== Draw cracks ==
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==== Draw cracks ====
 
{| class="wikitable" style="width: 100%"
 
{| class="wikitable" style="width: 100%"
 
|-
 
|-
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[[File:Crack image multi crack nodes.png]]
 
[[File:Crack image multi crack nodes.png]]
  
=== Transform ===
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==== Transform ====
 
{| class="wikitable" style="width: 100%"
 
{| class="wikitable" style="width: 100%"
 
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|-
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|-
 
|-
 
! scope="row" width="75" |  
 
! scope="row" width="75" |  
| Name of the sketchPlane node assigned to the current index.
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| Name of the sketchPlane node assigned to the current index. When a new index is added it does not yet have a crack node (sketchPlane) assigned. Clicking the [[Crack_image_Attributes#Connect|Connect]] button will generate the node. If, at any time, the source geometry is scaled the [[Crack_image_Attributes#Refit|Refit]] button will scale to the largest bounding box axis.
 
|}
 
|}
  
=== Crack image ===
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==== Crack image ====
 
{| class="wikitable" style="width: 100%"
 
{| class="wikitable" style="width: 100%"
 
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|-
 
|-
 
! scope="row" width="75" |  
 
! scope="row" width="75" |  
| Attribute that the input image will be connected to.
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| Attribute that the input image will be connected to. On a new crack image node there won't yet be in image connect. Clicking the [[Crack_image_Attributes#Paint|Paint]] button will immediately put in you into paint mode. This artisan mode will allow a user to paint (in black&white) on the plane node to define the fracture pattern that will be projected through the mesh.
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[[File:Crack image texture not saved.png|200px]]
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On a new crack image projection the first thing you will notice is that painting does not update the mesh. In order to see the results, and get real time interactive feedback while painting, you will need to save the current paint operation to file as a texture. In the [http://download.autodesk.com/global/docs/maya2012/en_us/index.html?url=files/3D_Paint_Tool_How_the_3D_Paint_Tool_works.htm,topicNumber=d28e337023 3D Paint Tool] locate and press the [http://download.autodesk.com/global/docs/maya2012/en_us/index.html?url=files/3D_Paint_Tool_Save_textures.htm,topicNumber=d28e338987 Save Textures] button
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[[File:Save textures button.png|200px]]
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If the current scene is new and has not yet been saved you will see this dialog box.
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[[File:Scene not saved dialog.png]]
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You must save the scene to continue. Once the scene is saved the texture will be saved, the projected fracture will be visible and you can resume updating the texture via Maya's artisan tools
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[[File:Crack image texture saved.png|200px]]
 
|}
 
|}
  
=== Image threshold ===
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==== Image threshold ====
 
{| class="wikitable" style="width: 100%"
 
{| class="wikitable" style="width: 100%"
 
|-
 
|-
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|-
 
|-
 
! scope="row" width="75" |  
 
! scope="row" width="75" |  
| Pixel value.
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| Minimum pixel value to create a spline from. The image below was applied to a crack image. The pixel values of each line, from left to right, are: 20, 40, 60, 80, and 100
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[[File:Pixel value.png|200px]]
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As the pixel value attribute is dialed down the lower values on the image are used.
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<gallery widths="150px" perrow="3">
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File:Crack image pixel value 0.19.png|0.19
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File:Crack image pixel value 0.39.png|0.39
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File:Crack image pixel value 0.59.png|0.59
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File:Crack image pixel value 0.79.png|0.79
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File:Crack image pixel value 0.99.png|0.99
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</gallery>
 
|}
 
|}
  
=== Erase path distance ===
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==== Erase path distance ====
 
{| class="wikitable" style="width: 100%"
 
{| class="wikitable" style="width: 100%"
 
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|}
 
|}
  
=== Reduction tolerance ===
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==== Reduction tolerance ====
 
{| class="wikitable" style="width: 100%"
 
{| class="wikitable" style="width: 100%"
 
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|-
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|}
 
|}
  
== Non-uniform refit ==
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=== Non-uniform refit ===
 
{| class="wikitable" style="width: 100%"
 
{| class="wikitable" style="width: 100%"
 
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|-
 
! scope="row" width="75" |  
 
! scope="row" width="75" |  
| TODO: description
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| When toggled on this option allows a [[sketchPlane]] to scale non-uniformly to the bounding box when the [[Crack_image_Attributes#Refit|Refit]] button is pressed.
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<gallery widths="150px" perrow="2">
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File:Crack image non uniform refit off.png| Off (default)
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File:Crack image non uniform refit on.png| On
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</gallery>
 
|}
 
|}
  
 
= Buttons =
 
= Buttons =
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There are handful of buttons that are located within the crack image attribute group.
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== Connect ==
 
== Connect ==
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Create, and connect, a [[sketchPlane]] node that will be used to paint on before projecting the cracks onto the mesh.
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== Refit ==
 
== Refit ==
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Based on whether or not the [[Crack_image_Attributes#Non-uniform_refit|Non-uniform refit]] option is set to; scales a [[sketchPlane]] up to match either the largest dimension of the objects bounding box or the XY bounding box.
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== Paint ==
 
== Paint ==
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Initiates [http://download.autodesk.com/global/docs/maya2012/en_us/index.html?url=files/GUID-79773B0B-2A34-4476-9EF2-1D2D628ECC8-2942.htm,topicNumber=d28e353578 Maya Artisan] mode to allow a user to paint on the [[sketchPlane]] node.
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== Delete ==
 
== Delete ==
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Deletes the current crack image and its associated [[sketchPlane]] node.
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== Add ==
 
== Add ==
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Creates a new crack image group. The [[sketchPlane]] node is not connected until the [[Crack_image_Attributes#Connect|Connect]] button is used.

Latest revision as of 04:33, 12 July 2012

The Crack image feature of Fracture allows a user to interactively paint, or assign an image, to define the fracture pattern that is projected through a mesh. This feature is commonly used in creating spider-web fracture pattern for shattering glass.

FFX Fundamentals: fracture types, crack image


Crack image attributes.png

Contents

[edit] Draw cracks

type bool
default True
Draw the extrapolated splines on the crack plane.

[edit] Crack plane indices

Like with the split plane feature, a user can create more than one plane with which to project a crack image through. By default there is a single crack node available. More can be added and are indexed starting at 0. Each crack plane index has its own instance of attributes, covered below, to allow for individual adjustment of attributes on a per plane basis.

The Attribute Editor example below shows that the current node has 3 crack image planes. The first one (0) is expanded to illustrate the available attributes for each crack image plane.

AE crack image multi indices.png


When connected, each of these nodes can be found in the Outliner. By default the naming convention is "crack#".

Crack image multi crack nodes.png

[edit] Transform

type string
Name of the sketchPlane node assigned to the current index. When a new index is added it does not yet have a crack node (sketchPlane) assigned. Clicking the Connect button will generate the node. If, at any time, the source geometry is scaled the Refit button will scale to the largest bounding box axis.

[edit] Crack image

type color
Attribute that the input image will be connected to. On a new crack image node there won't yet be in image connect. Clicking the Paint button will immediately put in you into paint mode. This artisan mode will allow a user to paint (in black&white) on the plane node to define the fracture pattern that will be projected through the mesh.

Crack image texture not saved.png


On a new crack image projection the first thing you will notice is that painting does not update the mesh. In order to see the results, and get real time interactive feedback while painting, you will need to save the current paint operation to file as a texture. In the 3D Paint Tool locate and press the Save Textures button

Save textures button.png


If the current scene is new and has not yet been saved you will see this dialog box.

Scene not saved dialog.png


You must save the scene to continue. Once the scene is saved the texture will be saved, the projected fracture will be visible and you can resume updating the texture via Maya's artisan tools

Crack image texture saved.png

[edit] Image threshold

type float
default 0.5
minimum 0.0
maximum 1.0
Minimum pixel value to create a spline from. The image below was applied to a crack image. The pixel values of each line, from left to right, are: 20, 40, 60, 80, and 100

Pixel value.png


As the pixel value attribute is dialed down the lower values on the image are used.

[edit] Erase path distance

type float
default 0.0
minimum 0.0
Erase paths shorter than this distance in pixels.

[edit] Reduction tolerance

type float
default 2.0
minimum 0.0
Merge distance in pixels.

[edit] Non-uniform refit

type bool
default False
When toggled on this option allows a sketchPlane to scale non-uniformly to the bounding box when the Refit button is pressed.

[edit] Buttons

There are handful of buttons that are located within the crack image attribute group.

[edit] Connect

Create, and connect, a sketchPlane node that will be used to paint on before projecting the cracks onto the mesh.

[edit] Refit

Based on whether or not the Non-uniform refit option is set to; scales a sketchPlane up to match either the largest dimension of the objects bounding box or the XY bounding box.

[edit] Paint

Initiates Maya Artisan mode to allow a user to paint on the sketchPlane node.

[edit] Delete

Deletes the current crack image and its associated sketchPlane node.

[edit] Add

Creates a new crack image group. The sketchPlane node is not connected until the Connect button is used.

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