fracture_mesh
This node fractures a mesh into multiple shards.
Inputs
mesh
The mesh to fracture.
fracture_pattern
The pattern to use to fracture the mesh. This port is overloaded to accept an array of positions, or an array of meshes.
See compute_voronoi_diagram
for suitable input meshes.
Advanced Section
shard_spacing
The amount of spacing to leave between shards to ensure they are not touching each other. This can be useful for simulations that use collision detection.
filter_valid_shards
When checked, the shards
and instances
outputs will include only valid shards.
create_shard_id
Create a face component geo property that indicates which shard each face belongs to.
shard_id_property
The name of the geo property to store the shard_id.
create_uvs
The name of the geo property to store the shard_id.
fix_self_intersections
Fix any self-intersections on the input mesh before fracturing. Self-intersections can cause the fracture to fail in those areas. This check can be disabled to improve performance, if it is known ahead of time that the input does not self-intersect. (For example the output of a volume_to_mesh operation, or a primitive shape like a sphere or cube.)
Tags Section
create_tags
When enabled, create face tags on the output meshes.
interior_tag
The name of the tag for the interior faces of the shards. Interior faces are located inside the mesh being fractured. If empty no tag will be created.
exterior_tag
The name of the tag for the exterior faces. Exterior faces correspond to the original faces of the input mesh. If empty no tag will be created.
Diagnostic Section
expand_amount
The amount to scale out the shards.
display_point_ids
Display the ids for each point.
point_color
The color of the shard center points.
point_size
The size of the shard centers drawn as points.
randomize_colors
When enabled, give each shard a unique color.
Outputs
shards
The resultant shards of fracturing the mesh.
shard_valid
A boolean array indicating of a particular output shard is valid.
instances
The shards of the mesh organized into an instance geometry. Each shard is an individual instance.