Authoring: Fracture#
Use point clouds to make a destructible prim through fracture.
Installation#
To use this Node, you must enable source
in the Extension Manager.
Inputs#
Name |
Type |
Description |
Default |
---|---|---|---|
execIn |
|
Input execution |
|
prim |
|
Prim to use as input to fracture. Connect to destructible output from another Blast node or output from an import USD prim data node. |
|
points |
|
Point cloud to use for fracture. Points inside will be used as Voronoi sites, points outside will be ignored. |
|
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 |
interiorMaterial |
|
Path to material to use for interior faces created through fracture. |
|
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 |
interiorUvScale |
|
UV scale to use on interior faces generated through fracture. |
1.0 |
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 |