Authoring: Combine#
Combine meshes to make a destructible prim.
Installation#
To use this Node, you must enable source
in the Extension Manager.
Inputs#
Name |
Type |
Description |
Default |
---|---|---|---|
execIn |
|
Input execution |
|
prim1 |
|
Prim to use as input to combine. Can be a mesh, destructible, or container. All mesh descendants of a container will be used for the combine operation. |
|
prim2 |
|
Other prim to use as input to combine. Can be a mesh, destructible, or container. All mesh descendants of a container will be used for the combine operation. Optional if ‘prim1’ is a container with multiple meshes/destructibles |
|
contactThreshold |
|
Force from impact must be larger than this value to be used to apply damage. Set higher to prevent small movements from breaking bonds. |
10000.0 |
maxContactImpulse |
|
Force that PhysX can use to prevent objects from penetrating. It is only used for kinematic destructibles that are attached to the world. This can approximate brittle materials by setting the value low, giving the bonds a chance to break before the objects are pushed apart. |
10000.0 |
impactDamageScale |
|
Scale physical impacts by this amount when applying damage from collisions. |
1.0 |
allowSelfDamage |
|
If on, chunks from a destructible actor may cause damage to sibling actors. Default behavior for legacy assets is to disable self-damage, which changes the legacy behavior. |
False |
Outputs#
Name |
Type |
Description |
Default |
---|---|---|---|
execOut |
|
Output execution |
|
destructible |
|
Destructible prim |