Turning this off will bypass this fracture level.
The number of levels of recursive fracturing to perform.
The fracture ID for this fracture level. The output attributes and groups associated with this fracture level will have this tag.
The ratio out of all the pieces from the previous level to fracture at this level.
The random seed to determine which pieces will or won’t be fractured when fracture ratio is lower than 1.
Scatter points based on the fog volume generated.
Scatter points based on the specified point attribute in the incoming geometry.
For example, the RBD Paint SOP can be used to paint a
density attribute on the geometry.
The name of the point attribute to use as a density attribute when scattering points.
The number of points to scatter.
The random seed for scattering points.
Use Input Points
Use additional Voronoi cell points from the fourth input.
If a name attribute exists on the points, only points with a matching name will be used for the piece being fractured. Wildcards are supported.
Specifies a group of points from the fourth input geometry to use for Voronoi cells.
The type of noise. Select from None, Perlin Noise, Original Perlin Noise, Sparse Convolution Noise, Alligator Noise, Simplex Noise and Zero Centered Perlin
The resolution of the fog volume. The higher the resolution, the slower the fracturing time will be. Smaller geometry will require higher volume resolution.
The frequency of the noise. Higher values give smaller scaled details in the noise.
The offset of the input into the noise function. If you visualize the noise as a 2D graph or 3D height field, this has the effect of "panning" across the space of possible noise outputs. If you have the general noise effect you want but just want to get a different set of values for a different look, try changing the offset.
The low density level to cutoff at. Density below this value will be discarded.