Meshes
From Fracture FX
(Difference between revisions)
(One intermediate revision by one user not shown) | |||
Line 1: | Line 1: | ||
− | Attributes that belong to the 3rd attribute group in the [[Globals|Globals]] tab. | + | Attributes that belong to the 3rd attribute group in the [[Globals|Globals]] tab and manage how all geometry is rendered, grouped, and named for the current simulator. |
Line 38: | Line 38: | ||
|- | |- | ||
! scope="row" width="75" | | ! scope="row" width="75" | | ||
− | | | + | | Triangulate the mesh on the fragments generated by the current simulator. |
+ | <gallery widths="150px" perrow="2"> | ||
+ | File:Globals triangulate fragments on.png| On (default) | ||
+ | File:Globals triangulate fragments off.png| Off | ||
+ | </gallery> | ||
|} | |} | ||
Latest revision as of 03:40, 12 July 2012
Attributes that belong to the 3rd attribute group in the Globals tab and manage how all geometry is rendered, grouped, and named for the current simulator.
Contents |
[edit] Output meshes
type | option menu |
---|---|
default | on |
Output fragments to Maya mesh shapes, rather than just producing a GL preview of the result. |
[edit] 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. |
[edit] Triangulate fragments
type | bool |
---|---|
default | True |
Triangulate the mesh on the fragments generated by the current simulator.
|
[edit] Fragment group
type | string |
---|---|
default | fragmentGroup |
A group under which all generated fragments will be placed. |
[edit] Fragment basename
type | string |
---|---|
default | frgmt# |
The basename to give new meshes placed under the fragment group. |
[edit] 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. |