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This SOP stores information about connected inside faces to help determine if these faces have become separated by a process further down the line.
Resolving issues with glass fracturing
A common issue with glass fracturing occurs when you have interior faces with detail in pieces of glass that haven’t broken apart. This can cause problems in rendering, since it’s a transparent surface. To resolve these types of issues, you can apply a RBD Connected Faces SOP after fracturing. This node will record the primitive number and distance to the opposite face on the inside faces of the fractured geometry. You can then use this information to decide whether or not to dissolve any interior faces on pieces that haven’t broken apart by using the Delete Connected mode on the RBD Disconnected Faces SOP.
Choose to compute and store the connected faces on either the geometry or the proxy geometry.
Stores primitive attributes representing the primitive number and distance between connected primitive centers.
In some cases, primitives won’t capture all of the connected faces. Stores vertex attributes representing the primitive number of the connected primitive nearest to each vertex and distance from its center to the vertex position.
Visualization only, to ensure the geometry isn’t accidentally left in an exploded state. The amount to expand the visualized pieces. Each piece is moved proportionally to its distance to the center. A value of 1 will approximately double the size of the object.
The primitives in the target geometry to search for connected faces.
The name of the attribute to store the connected primitive number.
The name of the attribute to store the distance between primitive centers.
When enabled, creates constraint geometry between connected faces with anchor positions at the center of each face.
The maximum number of constraints between 2 pieces.
The name of the group for the created constraint geometry.
When off, input constraint geometry between 2 pieces that have a newly created counterpart will be deleted.
Created constraint geometry between 2 pieces will inherit the attributes from their input constraint geometry counterpart if one exists.
Scale Strength and Stiffness Attributes
When transferring attributes, divides the resulting strength and stiffness attributes by the number of newly created constraints between the same 2 pieces.