Voronoi Attributes

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= Point cloud =
 
= Point cloud =
  
== Distribution ==
+
==== Distribution ====
 
Option menu providing 4 alternate methods of point distribution in a voronoi point cloud.
 
Option menu providing 4 alternate methods of point distribution in a voronoi point cloud.
 
* [[Voronoi_Attributes#uniform|uniform]]
 
* [[Voronoi_Attributes#uniform|uniform]]
Line 12: Line 12:
 
=== uniform ===
 
=== uniform ===
  
==== Num points ====
+
Places particles by choosing uniformly-distributed random numbers along each coordinate axis.
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.
+
  
type: integer
+
==== Num points ====
 +
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| int
 +
|-
 +
! scope="row" width="75" | default
 +
| 100
 +
|-
 +
! scope="row" width="75" |
 +
| 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.
  
default: 100
+
<gallery widths="150px" perrow="2">
<gallery widths="300px" perrow="2">
+
 
File:Uniform-25-0.png|25
 
File:Uniform-25-0.png|25
 
File:Uniform-100-0.png|100 (default)
 
File:Uniform-100-0.png|100 (default)
Line 24: Line 32:
 
File:Uniform-10000-0.png|10000
 
File:Uniform-10000-0.png|10000
 
</gallery>
 
</gallery>
 +
|}
  
 
==== Seed ====
 
==== Seed ====
The random number number seed. Change this to get a different arrangement of points.
+
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| int
 +
|-
 +
! scope="row" width="75" | default
 +
| 0
 +
|-
 +
! scope="row" width="75" |
 +
| The random number sequence seed value. Change this to get a different arrangement of points.
  
type: integer
+
<gallery widths="150px" perrow="2">
 
+
default: 0
+
<gallery widths="300px" perrow="2">
+
 
File:Uniform-100-0.png|0 (default)
 
File:Uniform-100-0.png|0 (default)
 
File:Uniform-100-1.png|1
 
File:Uniform-100-1.png|1
Line 37: Line 52:
 
File:Uniform-100-3.png|3
 
File:Uniform-100-3.png|3
 
</gallery>
 
</gallery>
 +
|}
  
 
=== poisson ===
 
=== poisson ===
  
==== Approx num ====
+
Places particles such that the approximate distance between them is the same. Gives rise to more evenly shaped cells.
type: integer
+
  
default: 100
+
==== Approx num ====
 +
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| int
 +
|-
 +
! scope="row" width="75" | default
 +
| 100
 +
|-
 +
! scope="row" width="75" |
 +
| The number of points to aim for. This will not be achieved exactly, since the aim of this distribution mode is equally spaced points.
  
<gallery widths="300px" perrow="2">
+
<gallery widths="150px" perrow="2">
 
File:Posssion-25-0.png|25
 
File:Posssion-25-0.png|25
 
File:Posssion-100-0.png|100 (default)
 
File:Posssion-100-0.png|100 (default)
Line 51: Line 76:
 
File:Posssion-10000-0.png|10000
 
File:Posssion-10000-0.png|10000
 
</gallery>
 
</gallery>
 +
|}
  
 
=== radial ===
 
=== radial ===
 
The radial option creates a radial distribution of voronoi cells from a center point. This option uses the the same [[Voronoi_Attributes#Num_points|Num point]] and [[Voronoi_Attributes#Seeds|seed]] attributes as the uniform option. The dispersion of cells around the center point is determined by the '''Radial bias''' attribute.
 
The radial option creates a radial distribution of voronoi cells from a center point. This option uses the the same [[Voronoi_Attributes#Num_points|Num point]] and [[Voronoi_Attributes#Seeds|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
+
==== Radial bias ====
 +
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| float
 +
|-
 +
! scope="row" width="75" | default
 +
| 1.0
 +
|-
 +
! scope="row" width="75" | minimum
 +
| 0.5
 +
|-
 +
! scope="row" width="75" |
 +
| How much influence the center point has when distorting particle positions.
  
minimum: 0.5
+
<gallery caption="Radial bias examples" widths="150px" perrow="2">
<gallery caption="Radial bias examples" widths="300px" perrow="2">
+
 
File:Radial-radius-100-0.5-0.png|Radius 0.5
 
File:Radial-radius-100-0.5-0.png|Radius 0.5
 
File:Radial-radius-100-1-0.png|Radius 1 (default)
 
File:Radial-radius-100-1-0.png|Radius 1 (default)
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File:Radial-radius-100-2-0.png|Radius 2.0
 
File:Radial-radius-100-2-0.png|Radius 2.0
 
</gallery>
 
</gallery>
 +
  
  
 
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.
 
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.
<gallery caption="Pre-simulation" widths="300px" perrow="2">
+
<gallery caption="Pre-simulation" widths="150px" perrow="2">
 
File:Radial-start-400-0.5-0 persp.png|Perspective view show the wall with the radial fragments and the primitive sphere that will collide with it
 
File:Radial-start-400-0.5-0 persp.png|Perspective view show the wall with the radial fragments and the primitive sphere that will collide with it
 
File:Radial-start-400-0.5-0 side.png|Side view showing the actual position of the colliding primitive sphere
 
File:Radial-start-400-0.5-0 side.png|Side view showing the actual position of the colliding primitive sphere
 
</gallery>
 
</gallery>
<gallery caption="Radial dispersion at collision time" widths="300px" perrow="2">
+
<gallery caption="Radial dispersion at collision time" widths="150px" perrow="2">
 
File:Radial-simulation-400-0.5-0 persp.png
 
File:Radial-simulation-400-0.5-0 persp.png
 
File:Radial-simulation-400-0.5-0 side.png
 
File:Radial-simulation-400-0.5-0 side.png
 
</gallery>
 
</gallery>
 +
|}
  
 
=== cluster ===
 
=== cluster ===
 +
 +
Tries to create clusters of points, to give more variation in cell size.
  
 
==== Num clusters ====
 
==== Num clusters ====
type: integer
+
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| int
 +
|-
 +
! scope="row" width="75" | default
 +
| 10
 +
|-
 +
! scope="row" width="75" | minimum
 +
| 2
 +
|-
 +
! scope="row" width="75" |
 +
| The number of clusters to place amongst the original particle set. Particles are moved towards the nearest cluster.
  
default: 10
+
<gallery widths="150px" perrow="2">
 
+
minimum: 2
+
 
+
<gallery widths="300px" perrow="2">
+
 
File:Cluster-100-2-1.0-0.png|2
 
File:Cluster-100-2-1.0-0.png|2
 
File:Cluster-100-5-1.0-0.png|5
 
File:Cluster-100-5-1.0-0.png|5
Line 93: Line 141:
 
File:Cluster-100-20-1.0-0.png|20
 
File:Cluster-100-20-1.0-0.png|20
 
</gallery>
 
</gallery>
 +
|}
  
 
==== Cluster bias ====
 
==== Cluster bias ====
type: float
+
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| float
 +
|-
 +
! scope="row" width="75" | default
 +
| 1.0
 +
|-
 +
! scope="row" width="75" |
 +
| How much influence the cluster has on the final particle position.
  
default: 1.0
+
<gallery caption="Cluster bias examples (Num clusters set to 2)" widths="150px" perrow="2">
 
+
<gallery caption="Cluster bias examples (Num clusters set to 2)" widths="300px" perrow="2">
+
 
File:Cluster-100-2-.25-0.png|0.25
 
File:Cluster-100-2-.25-0.png|0.25
 
File:Cluster-100-2-.5-0.png|0.5
 
File:Cluster-100-2-.5-0.png|0.5
Line 105: Line 161:
 
File:Cluster-100-2-1.0-0.png|1.0 (default)
 
File:Cluster-100-2-1.0-0.png|1.0 (default)
 
</gallery>
 
</gallery>
 +
|}
  
 
== Options ==
 
== Options ==
  
=== Regenerate during sim ===
+
==== Regenerate during sim ====
type: boolean
+
{| class="wikitable" style="width: 100%"
 
+
|-
default: True
+
! scope="row" width="75" | type
 
+
| bool
description: Enable this to re-generate the point cloud when different objects are broken during a simulation
+
|-
 
+
! scope="row" width="75" | default
=== Radial center at impact ===
+
| True
type: boolean
+
|-
 
+
! scope="row" |
default: True
+
| Enable this to re-generate the point cloud when different objects are broken during a simulation
 
+
|}
=== Particles ===
+
type: string
+
 
+
description: The particle shape in which the generated points are stored
+
  
=== Data name ===
+
==== Radial center at impact ====
type: string
+
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| bool
 +
|-
 +
! scope="row" width="75" | default
 +
| True
 +
|}
  
default: cell
+
==== Particles ====
 +
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| string
 +
|-
 +
! scope="row" width="75" |
 +
| The particle shape in which the generated points are stored
 +
|}
  
description: The name of the custom data to be attached to fragments, identifying (integer) the particle whose voronoi cell they originate from
+
==== Data name ====
 +
{| class="wikitable" style="width: 100%"
 +
|-
 +
! scope="row" width="75" | type
 +
| string
 +
|-
 +
! scope="row" width="75" | default
 +
| cell
 +
|-
 +
! scope="row" |
 +
| The name of the custom data to be attached to fragments, identifying (integer) the particle whose voronoi cell they originate from
 +
|}
  
 
= Voxel =
 
= Voxel =
  
=== Accuracy (%) ===
+
==== Accuracy (%) ====

Latest revision as of 03:58, 6 July 2012

Contents

[edit] Point cloud

[edit] 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.

[edit] uniform

Places particles by choosing uniformly-distributed random numbers along each coordinate axis.

[edit] 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.

[edit] Seed

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

[edit] poisson

Places particles such that the approximate distance between them is the same. Gives rise to more evenly shaped cells.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] cluster

Tries to create clusters of points, to give more variation in cell size.

[edit] 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.

[edit] Cluster bias

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

[edit] Options

[edit] Regenerate during sim

type bool
default True
Enable this to re-generate the point cloud when different objects are broken during a simulation

[edit] Radial center at impact

type bool
default True

[edit] Particles

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

[edit] 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

[edit] Voxel

[edit] Accuracy (%)

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