Description
SliceCutter (v1)
Editor Fracture Mode / Fracture / Slice tool Fracture with a grid of X, Y, and Z slices, with optional random variation in angle and offset.
Input(s) : Collection [Intrinsic] - Collection to fracture TransformSelection - The selected pieces to cut SlicesX - Number of slices along the X axis SlicesY - Number of slices along the Y axis SlicesZ - Number of slices along the Z axis SliceAngleVariation - Maximum angle (in degrees) to randomly rotate each slicing plane SliceOffsetVariation - Maximum distance (in cm) to randomly shift each slicing plane RandomSeed - Seed for random ChanceToFracture - Chance to fracture each selected bone. If 0, no bones will fracture; if 1, all bones will fracture. Grout - Amount of space to leave between cut pieces Amplitude - Size of the Perlin noise displacement (in cm). If 0, no noise will be applied Frequency - Period of the Perlin noise. Smaller values will create a smoother noise pattern Persistence - Persistence of the layers of Perlin noise. At each layer (octave) after the first, the amplitude of the Perlin noise is scaled by this factor Lacunarity - Lacunarity of the layers of Perlin noise. At each layer (octave) after the first, the frequency of the Perlin noise is scaled by this factor OctaveNumber - Number of fractal layers of Perlin noise to apply. Each layer is additive, with Amplitude and Frequency parameters scaled by Persistence and Lacunarity Smaller values (1 or 2) will create noise that looks like gentle rolling hills, while larger values (> 4) will tend to look more like craggy mountains PointSpacing - Distance (in cm) between vertices on cut surfaces where noise is added. Larger spacing between vertices will create more efficient meshes with fewer triangles, but less resolution to see the shape of the added noise CollisionSampleSpacing - The number of centimeters to allow between vertices on the mesh surface: If there are gaps larger than this, add additional vertices (without triangles) to help support particle-implicit collisions Only used if Add Samples For Collision is enabled
Output(s): Collection [Passthrough] - Collection to fracture TransformSelection [Passthrough] - The selected pieces to cut NewGeometryTransformSelection - Fractured Pieces
Information
| Module | GeometryCollectionNodes |
| Category | GeometryCollection|Fracture |
| Type | FSliceCutterDataflowNode |
Parameters
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| SplitIslands | Whether to split the fractured mesh pieces based on geometric connectivity after fracturing | bool | True |
| AddSamplesForCollision | If enabled, add extra vertices (without triangles) to the geometry in regions where vertices are spaced too far apart (e.g. across large triangles) These extra vertices will be used as collision samples in particle-implicit collisions, and can help the physics system detect collisions more accurately Note this is only useful for simulations that use particle-implicit collisions | bool | False |
Inputs
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| Collection | Collection to fracture | FManagedArrayCollection | () |
| BoundingBox | FBox | (Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=False) | |
| TransformSelection | The selected pieces to cut | FDataflowTransformSelection | () |
| SlicesX | Number of slices along the X axis | int32 | 3 |
| SlicesY | Number of slices along the Y axis | int32 | 3 |
| SlicesZ | Number of slices along the Z axis | int32 | 1 |
| SliceAngleVariation | Maximum angle (in degrees) to randomly rotate each slicing plane | float | 0.000000 |
| SliceOffsetVariation | Maximum distance (in cm) to randomly shift each slicing plane | float | 0.000000 |
| RandomSeed | Seed for random | int32 | 0 |
| ChanceToFracture | Chance to fracture each selected bone. If 0, no bones will fracture; if 1, all bones will fracture. | float | 1.000000 |
| Grout | Amount of space to leave between cut pieces | float | 0.000000 |
| Amplitude | Size of the Perlin noise displacement (in cm). If 0, no noise will be applied | float | 0.000000 |
| Frequency | Period of the Perlin noise. Smaller values will create a smoother noise pattern | float | 0.100000 |
| Persistence | Persistence of the layers of Perlin noise. At each layer (octave) after the first, the amplitude of the Perlin noise is scaled by this factor | float | 0.500000 |
| Lacunarity | Lacunarity of the layers of Perlin noise. At each layer (octave) after the first, the frequency of the Perlin noise is scaled by this factor | float | 2.000000 |
| OctaveNumber | Number of fractal layers of Perlin noise to apply. Each layer is additive, with Amplitude and Frequency parameters scaled by Persistence and Lacunarity Smaller values (1 or 2) will create noise that looks like gentle rolling hills, while larger values (> 4) will tend to look more like craggy mountains | int32 | 4 |
| PointSpacing | Distance (in cm) between vertices on cut surfaces where noise is added. Larger spacing between vertices will create more efficient meshes with fewer triangles, but less resolution to see the shape of the added noise | float | 10.000000 |
| CollisionSampleSpacing | The number of centimeters to allow between vertices on the mesh surface: If there are gaps larger than this, add additional vertices (without triangles) to help support particle-implicit collisions Only used if Add Samples For Collision is enabled | float | 50.000000 |
Outputs
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| Collection | Collection to fracture | FManagedArrayCollection | |
| TransformSelection | The selected pieces to cut | FDataflowTransformSelection | |
| NewGeometryTransformSelection | Fractured Pieces | FDataflowTransformSelection |