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]] | ||
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! scope="row" width="75" | | ! scope="row" width="75" | | ||
− | | 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 | + | | 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. |
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! scope="row" width="75" | | ! scope="row" width="75" | | ||
− | | 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 | + | | 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. |
[[File:Crack image texture not saved.png|200px]] | [[File:Crack image texture not saved.png|200px]] | ||
− | 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 | + | 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 |
[[File:Save textures button.png|200px]] | [[File:Save textures button.png|200px]] | ||
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! scope="row" width="75" | | ! scope="row" width="75" | | ||
− | | | + | | 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. |
+ | <gallery widths="150px" perrow="2"> | ||
+ | File:Crack image non uniform refit off.png| Off (default) | ||
+ | File:Crack image non uniform refit on.png| On | ||
+ | </gallery> | ||
|} | |} | ||
= Buttons = | = Buttons = | ||
+ | There are handful of buttons that are located within the crack image attribute group. | ||
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== Connect == | == Connect == | ||
+ | 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 == | ||
+ | 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 == | ||
+ | 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 == | ||
+ | Deletes the current crack image and its associated [[sketchPlane]] node. | ||
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== Add == | == Add == | ||
+ | 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
Contents |
[edit] Draw cracks
type | bool |
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default | True |
Draw the extrapolated splines on the crack plane.
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[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.
When connected, each of these nodes can be found in the Outliner. By default the naming convention is "crack#".
[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 |
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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 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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[edit] Image threshold
type | float |
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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
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[edit] Erase path distance
type | float |
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default | 0.0 |
minimum | 0.0 |
Erase paths shorter than this distance in pixels. |
[edit] Reduction tolerance
type | float |
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default | 2.0 |
minimum | 0.0 |
Merge distance in pixels. |
[edit] Non-uniform refit
type | bool |
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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.