Voronoi Attributes
(→Num points) 
m (→Num points) 

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 The number of points (particles) to generate around the object. Each point will give rise to a voronoi cell. There may be fewer fragments than cells, depending on how they intersect the object.   The number of points (particles) to generate around the object. Each point will give rise to a voronoi cell. There may be fewer fragments than cells, depending on how they intersect the object.  
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Revision as of 19:50, 29 April 2012
Contents 
Point cloud
Distribution
Option menu providing 4 alternate methods of point distribution in a voronoi point cloud.
Each distribution type may have it's own attribute(s) that are unique. The only common attribute found among each distribution is Seed.
uniform
Places particles by choosing uniformlydistributed random numbers along each coordinate axis.
Num points
type  int 

default  100 
The number of points (particles) to generate around the object. Each point will give rise to a voronoi cell. There may be fewer fragments than cells, depending on how they intersect the object.

Seed
type  int 

default  0 
The random number sequence seed value. Change this to get a different arrangement of points.

poisson
Places particles such that the approximate distance between them is the same. Gives rise to more evenly shaped cells.
Approx num
type  int 

default  100 
The number of points to aim for. This will not be achieved exactly, since the aim of this distribution mode is equally spaced points.

radial
The radial option creates a radial distribution of voronoi cells from a center point. This option uses the the same Num point and seed attributes as the uniform option. The dispersion of cells around the center point is determined by the Radial bias attribute.
Radial bias
type  float 

default  1.0 
minimum  0.5 
How much influence the center point has when distorting particle positions.
The generated cells, as seen above, is merely a preview of the fragments that will be generated upon a collision. The actual center point is determined by the point of the collision. 
cluster
Tries to create clusters of points, to give more variation in cell size.
Num clusters
type  int 

default  10 
minimum  2 
The number of clusters to place amongst the original particle set. Particles are moved towards the nearest cluster.

Cluster bias
type  float 

default  1.0 
How much influence the cluster has on the final particle position.

Options
Regenerate during sim
type  bool 

default  True 
Enable this to regenerate the point cloud when different objects are broken during a simulation 
Radial center at impact
type  bool 

default  True 
Particles
type  string 

The particle shape in which the generated points are stored 
Data name
type  string 

default  cell 
The name of the custom data to be attached to fragments, identifying (integer) the particle whose voronoi cell they originate from 