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.
Do not further partition pieces into groups by connectivity.
Overwrite Piece Numbering
Enabling this option will further divide the pieces into separate, connected groups of geometry. Normally each input cell point will create one output piece. However, with concave objects this can mean that disconnected pieces of geometry are placed in the same piece. This option allows the piece numbers to be overwritten by this operation, which is fast and acceptable if you don’t need the piece numbers to match the input point numbers.
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.
Scatter Points Scaling
Do not affect the number of scattered points.
Scale by Piece Volume
Multiply the number of scattered points by the piece’s volume.
Large pieces can generate a lot more points. Use the Remap Range option for better control over the total number of points being generated.
Scale by Max Axis Length
Multiply the number of scattered points by the piece’s bounding box’s maximum axis length.
Scale by Attribute
Multiply the number of scattered points by the average value across the piece of the given attribute.
Enable fitting the range of the piece’s volume or max axis length value to a min and max range. Values outside the input range will be clamped to the input range.
Specify the input value’s minimum and maximum range.
Specify the output value’s minimums and maximum range.
Scatter Points Attribute
The name of the primitive or point float attribute to use as multiplier. The average value across the piece being fractured will be used.
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.