This node allows you to interactively paint weaker areas on the geometry in the viewport before applying the RBD Material Fracture node. This it typically used for concrete and will paint a
density attribute in the areas you want more fracturing to occur. To see these affects, choose Scatter From Attribute on the RBD Material Fracture node and specify
density as the Attribute Name.
Clears all recorded strokes in this node.
Re-apply the cached strokes onto the input geometry. This operation is performed against the un-expanded input geometry.
No change to the cached strokes.
Strokes painted on interior faces with Exploded View on might bleed onto neighbouring faces.
Re-project the cached strokes.
Strokes painted on interior faces with Exploded View on will be projected onto the outer faces.
Stick to Deforming Geo
Copy painted attribute values onto the input geometry.
Expand the geometry for painting.
The amount to expand the pieces. Each piece is moved proportionally to its distance to the center.
Specifies the name of the point attribute to paint into.
The maximum value for strokes made with LMB.
The maximum value for strokes made with MMB.
A scale on the FG Value. This can be useful to drag into the viewport as a HUD handle so you can adjust the strength of each stroke on the fly, especially if you don’t have a pressure sensitive input device.
The maximum radius of strokes. Pressure sensitive input can scale this value down.
Specifies how to combine the strokes with existing attribute values.
The sampling rate of the brush stroke. Higher values can capture more detail but use more memory and are slower to display.
Toggles visualization of the painted attribute.
Divides the polygons in the geometry to allow for more precise painting.