Voronoi Fracture 伏罗诺伊断裂Basic 基础Coord.Object 对象Sources 来源Sorting 分类Detailing 详细说明Connectors 连接器Geometry Glue 几何胶水Transform 转换Effectors 效果器Selections 选择

Sources

来源

The settings in this tab primarily control how Voronoi cell points are created and distributed.

此选项卡中的设置主要控制如何创建和分发 Voronoi 单元格点。

Note that this page has two sub-pages. For technical reasons, the descriptions for the individual source types have been moved to separate pages.

注意,这个页面有两个子页面。由于技术原因,各个源类型的描述已经移动到单独的页面中。

Show All Used Points

显示所有使用点数

Enable this option if you want effective Voronoi cell points (see Voronoi Fracture) to be displayed as dark green points in the Viewport.

如果您希望有效的 Voronoi 单元格点(参见 Voronoi 断裂)显示为 Viewport 的深绿色点,请启用此选项。

Otherwise only the points of the currently selected point generator will be displayed in light green. Points will only be displayed in Use Model mode if a commonly used tool is active (e.g., Move, Scale, Rotate, Select, etc.).

否则,只有当前选定的点生成器的点将显示为浅绿色。只有当一个常用的工具处于活动状态时(例如,移动,缩放,旋转,选择等) ,点才会在使用模型模式下显示。

Viewport Amount[10..100%]

视窗数量[10. . 100% ]

If a high number of fragments are generated, the Viewport can become bogged down. In such cases, the number of fragments in the Viewport can be reduced to speed things up. This setting has no effect on the final rendering in the Picture Viewer - the complete number of fragments will always be rendered.

如果产生大量碎片,Viewport 可能陷入困境。在这种情况下,Viewport 中的片段数量可以减少,以加快速度。此设置对图片查看器中的最终呈现没有影响——将始终呈现完整数量的片段。

Note that irregularities can occur when using the MoGraph Cache tag if the number of cached fragments (those in the Viewport) is not the same as the actual number that is rendered (i.e., always cache with 100%).

请注意,当使用 MoGraph Cache 标记时,如果缓存的片段数(Viewport 中的片段)与实际呈现的片段数不一致(例如,总是使用100% 的缓存) ,那么可能会出现不规则的情况。

Sources

来源

All point-based objects can be dragged into this list. These are, for example, spline and polygon objects (incl. the respective parametric primitives), Generators, particle emitters (use the particle group for Thinking Particles), etc. In short, all objects that can in some way generate points. The only thing that matters is the point positions - it’s irrelevant whether or not spline segments or polygons are attached to the points. These points will be used as Voronoi cell points.

所有基于点的对象都可以拖放到这个列表中。这些是,例如,样条和多边形对象(包括。各自的参数基元) ,发生器,粒子发射器(使用粒子组TP粒子)等。简而言之,所有的对象都能以某种方式产生点。唯一重要的事情是点的位置-它无关是否样条片段或多边形附加到点。这些点将被用作 Voronoi 单元点。

Furthermore, there are two additional point generators that you can call up using the buttons below the Source list.

此外,还有两个额外的点生成器,您可以使用 Source 列表下面的按钮调用它们。

One interesting object, for example, would be a very small particle emitter that emits in 360°, which will let you generate small fragments at the emitter’s location and correspondingly larger fragments in radii more distant from the emitter’s location. This would, for example, be a typical fracturing behavior of a rock hitting a surface. However, a similar effect can be achieved by setting the Distribution Type to Normal.

一个有趣的对象,例如,将是一个非常小的粒子发射器,发射360 ° ,这将让你在发射器的位置产生小碎片,相应的大碎片半径更远的发射器的位置。例如,这可能是岩石撞击表面的典型破裂行为。但是,类似的效果可以通过将分布类型设置为正常来实现。

When working with uniformly subdivided objects (e.g., a Plane or Matrix object), rectangular fragments will be generated. Interesting, albeit non-realistic, fragments can be generated (such as linear fragmented into discs). You should experiment to get the best result. Spline primitives also produce interesting fragments. However, note that the algorithm for input points that all lie on a plane or sphere could be slower.

当处理均匀细分的对象(例如,平面或矩阵对象)时,将生成矩形碎片。有趣的,虽然不现实,片段可以生成(如线性碎片成光盘)。你应该进行实验以得到最好的结果。样条基元也产生有趣的片段。但是,请注意,对于全部位于平面或球面上的输入点,算法可能会慢一些。

Point-generating objects from left to right: Matrix with Random Effector; Emitter; Circle spline; Matrix object without Random Effector. 从左到右的点生成对象: 带随机效果器的矩阵; 发射器; 圆样条; 无随机效果器的矩阵对象 Tip: 提示:
You can also affect point distribution interactively using tools (see 您还可以使用工具以交互方式影响点分布(参见here 这里).

The sources listed (whose order has no influence on the fragments) can be activated or deactivated by clicking on the green check mark / red x (general information about working with lists can be found here). The icon at the right can be used for enabling/disabling the point display for selected generators (if Show All Used Points is disabled).

列出的来源(其顺序对片段没有影响)可以通过点击绿色复选标记/红色 x 来激活或停用(关于使用列表的一般信息可以在这里找到)。右边的图标可用于启用/禁用选定生成器的点显示(如果禁用了显示所有使用的点)。

Add Distribution Source

添加发布源

Use this button to create a Point Generator - Distribution, which will distribute the points primarily via the bounding box of the object to be fragmented. Several settings are available for this item.

使用此按钮创建一个点生成器-分布,这将分布的点主要通过对象的包围盒支离破碎。有几个设置可用于此项目。

Add Shader Source

添加着色源

Use this button to create a Point Generator - Shader, whose settings can be used to distribute the points using a shader’s grayscale values.

使用此按钮创建点生成器着色器,其设置可用于使用着色器的灰度值分配点。