Shading and texturing

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

Shading dialog.png

This gives the option to:

  • Propagate shaders from 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

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

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 after baking.

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 have already run the shading/texturing process, then subsequently run replace-with-keys, you will have to re-run shading/texturing afterwards.

The shader to assign to interior faces is specified under the inputs tab.

Shading interior.png

Changing shaders after baking

Assuming you've baked a simulation, and already propagated shaders, but now you want to change the shader(s) on the input object.

Shading before.png

The graph for the cube is shown below. The cube has two shapes, a non-intermediate shape polySurfaceShape1 which displays the output of the breakGeo2 node when you rewind to the start frame, and an intermediate shape pCubeShape1 which holds the original unbroken geometry. It is to that intermediate shape that the shaders were originally attached. You can see exterior faces are assigned the initialShadingGroup and interior faces get blinn1.

Shading graph.png

It is to pCubeShape1 NOT polySurfaceShape1 that you must attach new shaders.

  • Rewind to the start frame
  • Uncheck intermediateObject in the attribute editor for pCubeShape1
  • Assign a new shader (including per-face shaders)
  • Re-check intermediateObject for pCubeShape1

Shading intermediate.png

Now re-run shading/texturing from the menu. Assuming you assigned two phongs to pCubeShape1, they will propagate to the 4 fragment meshes, and in addition to the polySurfaceShape1, which is the input object before the break occurs.

Shading after.png

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