Share

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

pattern_mode

The type of meshes connected to the fracture_pattern input. Open meshes like planes will be used to slice the mesh. Closes meshes like voronoi cells, will be used to intersect the mesh.

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.)

properties

The names of geo properties to transfer to the new geometry, such as point_color. Make sure to include all geo properties that you want, including those that target components other than faces (such as points and face-vertices). Properties that are not geo properties are always transferred.

  • Separate multiple geo property names with spaces.
  • You can use the wildcard * in expressions, for example, point_user* to transfer all geo properties that begin with the string "point_user".
  • The default value * transfers all geo properties.
  • Use an empty string to prevent any geo properties from being transferred, except for those that are required by the mesh schema (point_position, face_offset, and face_vertex).
  • Use a * followed by a ! to exclude a property. For example * !point_user* includes all properties, except ones that begin with the string "point_user"

UVs section

create_uvs

Create UVs for the interior faces of the shards.

uv_number

The UV set number of the newly created UVs. See get_mesh_uvs for more information.

resolution

The target texture width and height that will be applied to the meshes.

padding

The minimum spacing between UV islands, in texels. Use larger values with textures that will be mipmapped to eliminate visible texture seams when the mesh is rendered.

tile_coordinate

The tile the newly created UVs will be placed into. By default UVs will be placed in the traditional {0, 0} tile that covers the space from {0, 0} to {1, 1}. For example a value of {0, 1} will place the UVs into the space covered by {0, 1} to {1, 2}.

Shards Section

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.

separate_shard_islands

When using voronoi diagrams to fracture a non-convex mesh, some shards can contain multiple mesh islands. Enable this option to split those shards so that each output shard contains only one mesh island.

name_prefix

Generate a unique name for each shard and assign it to the shard in a property named shard_name. If name_prefix is empty, the property is not created. If the property already exists, it is used as the prefix instead of name_prefix. This is useful when refracturing the shards.

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 shard.

display_points

Display the centers for each shard.

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.

Was this information helpful?