Description
BrickCutter (v1)
Editor Fracture Mode / Fracture / Brick tool Fracture with a customizable brick pattern. Note: Currently only supports fracturing with at least some (non-zero) Grout.
Input(s) : Collection [Intrinsic] - Collection to cut BoundingBox - Boundingbox to create the cutting planes in TransformSelection - The selected pieces to cut Transform - Transform to apply to cut planes BrickLength - Brick length (in cm) BrickHeight - Brick height (in cm) BrickDepth - Brick depth (in cm) 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 cut TransformSelection [Passthrough] - The selected pieces to cut NewGeometryTransformSelection - Fractured Pieces
Information
| Module | GeometryCollectionNodes |
| Category | GeometryCollection|Fracture |
| Type | FBrickCutterDataflowNode |
Parameters
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| Bond | The brick bond pattern defines how the bricks are arranged | EFractureBrickBondEnum | Dataflow_FractureBrickBond_Stretcher |
| 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 cut | FManagedArrayCollection | () |
| BoundingBox | Boundingbox to create the cutting planes in | 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 | () |
| Transform | Transform to apply to cut planes | FTransform | (Rotation=(X=0.000000,Y=0.000000,Z=0.000000,W=1.000000),Translation=(X=0.000000,Y=0.000000,Z=0.000000),Scale3D=(X=1.000000,Y=1.000000,Z=1.000000)) |
| BrickLength | Brick length (in cm) | float | 194.000000 |
| BrickHeight | Brick height (in cm) | float | 57.000000 |
| BrickDepth | Brick depth (in cm) | float | 92.000000 |
| 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 cut | FManagedArrayCollection | |
| TransformSelection | The selected pieces to cut | FDataflowTransformSelection | |
| NewGeometryTransformSelection | Fractured Pieces | FDataflowTransformSelection |