Object Properties
对象属性
一般设置
选择 MoGraph
Let’s say you want to further fragment certain fragments. For example, if the cube in the image above should fall on its lower corner causing additional fragmentation, it would be practical to restrict this fragmentation to a specific part of the cube. This is exactly what this setting does: It restricts the Fracture Voronoi object’s effect to MoGraph Selections.
假设你想进一步分解某些片段。例如,如果上面图像中的立方体落在其下角,导致额外的碎片,那么将这种碎片限制到立方体的特定部分是可行的。这正是这个设置所做的: 它限制骨折 Voronoi 物体的效果到 MoGraph 选择。
Drag a Child object’s MoGraph Selection tag into this field and the additional fragmentation will immediately affect the selection only.
拖动子对象的 MoGraph Selection 标记到这个字段中,附加的碎片会立即影响选择。
图片: MoGraph/Weightmap
Mograph Weightmap tags can be placed into this field (see also previous Selection description; same setup). The greater the weighting, the more the fragments will be fragmented. For this to work, the Create Points per Object option (Sources menu) must be enabled.
Mograph 可以在这个字段中放置 Weightmap 标签(参见前面的选择描述; 相同的设置)。权重越大,碎片就会越多。为此,必须启用“为每个对象创建点数”选项(“源”菜单)。
给片段着色
This option can be enabled (default setting) to colorize the fragments for better differentiation.
可以启用此选项(默认设置)来为片段着色,以实现更好的区分。
创建 N-Gon 曲面
A lot of new geometry is created when an object is fragmented. Cracks that run through polygons, break edges that run beneath the surface, etc. This new geometry will always be triangulated if this option is disabled. If this option is enabled, Ngons will be created from triangles that lie on the same plane and border each other.
当一个对象被分割时,会产生许多新的几何形状。穿过多边形的裂缝,表面下的边缘,等等。如果禁用此选项,则这个新的几何图形将始终是三角形的。如果启用此选项,将从位于同一平面和相邻边界上的三角形创建 Ngons。
偏移片段[0. . + ∞ m ]
If you want to create gaps between fragments’ edges, this value should be set to greater than 0. Fragments will push themselves away from neighboring fragments equal to the distance defined here, which means that the actual gap between fragments’ edges will be equal to twice this value. If gaps are large enough, some fragments can end up being ,devoured’.
如果您想在片段的边缘之间创建间隙,这个值应该设置为大于0。片段会将自己推离相邻片段的距离等于这里定义的距离,这意味着片段边缘之间的实际间隙将等于这个值的两倍。如果空隙足够大,一些碎片可能最终被吞噬。
Gaps can be used to create interesting visual effects and a tiny gap can be useful in conjunction with Dynamics to avoid collisions at the starting point of a simulation. Note that Offset Fragments does not work in conjunction with the Connect Fragments function.
间隙可以用来创建有趣的视觉效果,一个微小的间隙可以与动力学结合起来,以避免在模拟的起点发生碰撞。注意,偏移量片段不与 Connect 片段函数一起工作。
If Offset Fragments is greater than 0, i.e., spacing between neighboring fragments, enabling this option will create a mesh the size of the spacing:
如果偏移量/片段大于0,即相邻片段之间的间距,启用这个选项将创建一个间距大小的网格:
The mesh will then internally only be made up of one object and not many fragments.
然后网格内部将只由一个对象而不是许多片段组成。
Note that mesh is hollow.
请注意,网格是空心的。
只有赫尔
During the fragmentation process, broken surfaces and pieces (with volume) will be generated beneath the original object surface. This option should be enabled if, for whatever reason, you want to prevent this from happening. The fragmented objects can be viewed as a type of fragmented eggshell.
在破碎过程中,破碎的表面和碎片(体积)将在原始物体表面之下产生。如果无论出于什么原因,您想要防止这种情况发生,则应该启用此选项。碎片对象可以看作是一种类型的碎片蛋壳。
厚度[-∞ . . + ∞ m ]
If Hull Only is enabled, this setting will define a volume within which the hull fragments will be extruded in the direction of the Normals. Smaller values are recommended to avoid mesh intersection. Negative values can be used to extrude in the opposite direction.
如果船体只是启用,这个设置将定义一个体积,其中船体碎片将挤压方向的法线。建议使用较小的值,以避免网格交叉。负值可以用来向相反的方向挤压。
空心物体
This option is specially designed for use with hollow objects such as a double-walled cube or a chocolate Easter bunny, i.e., closed bodies with an outer shell (note the Normals orientation of the inner wall; these Normals must point in the opposite direction towards the outside wall, i.e. to the inner cavity). Enable this option to break down these types of objects. For other objects that are made up of numerous separate polygons, enabling this option can lead to unwanted results - so only enable this option for hollow objects.
这个选项是特别为中空物体而设计的,例如双层壁立方体或巧克力复活节兔子,即有外壳的封闭物体(注意内墙的法线方向; 这些法线必须指向外墙的相反方向,即指向内部空腔)。启用此选项以分解这些类型的对象。对于由许多单独的多边形组成的其他对象,启用此选项可能会导致不希望的结果——因此只对空心对象启用此选项。
Note also the Cloth Surface object with which hollow objects can be created.
还要注意布面对象,空心的物体可以用来创建。
优化和关闭孔
If this option is disabled, open meshes (meshes that do not have a closed volume such as spheres with holes, planes, etc.) will not be fragmented as volumes but will be fragments as if Hull Only were enabled (see above).
如果这个选项被禁用,开放网格(没有封闭体积的网格,比如带洞的球体,平面等)将不会像体积一样碎裂,而是碎片,就像 Hull Only 被启用了一样(见上文)。
If this option is enabled, Cinema 4D will internally attempt to close holes and open shapes and fragment these using the volume created. This does not always work with predictable results and, depending on the object, only as a hull (see also Hull Only). A mesh optimization will subsequently be done (points with a common position will be melted).
如果启用这个选项,Cinema 4D 将在内部尝试关闭洞和打开形状,并使用创建的体积分割这些。这并不总是工作与可预测的结果,取决于对象,只作为一个船体(也看赫尔只)。一个网格优化将随后完成(点与公共位置将融化)。
Scale Cells
鳞片细胞
比例尺[ XYZ ]
These three settings can be used to stretch (value greater than 1) or squash (values less than 1) the Voronoi cells each (or a combination of all) in a specific direction. The fragments will deform in the defined direction. This is, for example, ideal for shattered wood or crystals.
这三种设置可以用于向特定方向拉伸(值大于1)或压缩(值小于1) Voronoi 单元格(或所有单元格的组合)。这些碎片将在规定的方向上变形。这是,例如,理想的破碎木材或水晶。
将结果保存到文件
Fracturing objects can be a prolonged process depending on the object’s complexity and the number of fragments generated. The already fractured object can be saved with the file, which means that the object does not have to be fractured again with the scene is reopened. Note that the file size will increase accordingly.
根据物体的复杂程度和产生的碎片数量,破碎物体可能是一个漫长的过程。已经断裂的对象可以与文件一起保存,这意味着对象不必再次断裂,现场重新开放。请注意,文件大小将相应增加。
设定日期
Depending on the complexity of the objects, render times can increase if the Voronoi Fracture settings are modified, which can affect the workflow. In such cases, the Autoupdate Settings option should be disabled. To implement modifications you can then click on the Update button.
根据对象的复杂性,修改 Voronoi 断裂设置可以增加渲染时间,这会影响工作流程。在这种情况下,应该禁用 autoopdate 设置选项。要实现修改,您可以点击更新按钮。
自动更新动画
If the Voronoi Fracture object has a clone-generating object as a Child object, which in turn is animated using Effectors, this option defines if the animation should be taken into consideration by the Voronoi Fracture object (option enabled) or not (option disabled). The former is very render-intensive, i.e., slow, and can therefore be disabled. Note that clicking on the Update button will not update the animation.
如果 Voronoi Fracture 对象具有一个作为子对象的克隆生成对象,而子对象又使用 Effectors 进行动画处理,则此选项定义动画是否应由 Voronoi Fracture 对象(启用选项)考虑(禁用选项)。前者是非常渲染密集型的,也就是说,速度很慢,因此可以被禁用。请注意,单击“更新”按钮不会更新动画。