Meshes
From Fracture FX
(Difference between revisions)
(→Triangulate fragments) |
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! 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> | ||
|} | |} | ||
Revision as of 23:11, 8 July 2012
Attributes that belong to the 3rd attribute group in the Globals tab.
Contents |
Output meshes
type | option menu |
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default | on |
Output fragments to Maya mesh shapes, rather than just producing a GL preview of the result. |
Empty fragment group
type | bool |
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default | False |
Empties the fragment group at the start of each simulation. Otherwise existing meshes under the fragmentGroup are reused. |
Triangulate fragments
type | bool |
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default | True |
Triangulate the mesh on the fragments generated by the current simulator.
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Fragment group
type | string |
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default | fragmentGroup |
A group under which all generated fragments will be placed. |
Fragment basename
type | string |
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default | frgmt# |
The basename to give new meshes placed under the fragment group. |
Material
type | string |
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A shading group to assign to new fragments. You can connect a shader instead and the downstream shadingEngine will be found. Defaults to initialShadingGroup. |