Shading and texturing

From Fracture FX
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* Create a selection set per input object that holds the interior faces of all fragments derived from it
 
* Create a selection set per input object that holds the interior faces of all fragments derived from it
  
You can run the shading/texturing process at any stage, after a live-sim, after baking to keys or disk, or after running replace-with-keys.
+
It is recommended to assign shaders before breaking and connection to the simulator, but it is still possible to change the unbroken object's shaders and re-propagate. The shader to assign to interior faces is specified under the inputs tab.
  
It is recommended to assign shaders before breaking and connection to the simulator, but it is still possible to change the unbroken object's shaders and re-propagate.
+
You can run the shading/texturing process at any stage, after a live-sim, after baking to keys or disk, or after running replace-with-keys. However, if you intend to run replace-with-keys, you will have to re-run shading/texturing afterwards.
  
 
This operates on all meshes under the current selection. If nothing is selected, all fragments will be modified.
 
This operates on all meshes under the current selection. If nothing is selected, all fragments will be modified.
 
The shader to assign to interior faces is specified under the inputs tab.
 
  
 
[[File:shading_interior.png]]
 
[[File:shading_interior.png]]

Revision as of 19:08, 12 November 2013

From the menu, choose Fracture -> Shading/texturing [options box]

Shading dialog.png

This gives the option to:

  • Propagate shaders that were assigned to the unbroken input objects (including per-face attachments) to the fragments produced under the fragmentGroup
  • AutoUV the interior faces of fragments
  • Create a selection set per input object that holds the interior faces of all fragments derived from it

It is recommended to assign shaders before breaking and connection to the simulator, but it is still possible to change the unbroken object's shaders and re-propagate. The shader to assign to interior faces is specified under the inputs tab.

You can run the shading/texturing process at any stage, after a live-sim, after baking to keys or disk, or after running replace-with-keys. However, if you intend to run replace-with-keys, you will have to re-run shading/texturing afterwards.

This operates on all meshes under the current selection. If nothing is selected, all fragments will be modified.

Shading interior.png

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