The Voronoi Fracture operator allows you to fracture particle meshes into convex chunks.
Points: the number of points used to create fractures. Roughly the number of resulting fracture meshes, depending on the location of the point cloud.
Relative to particle volume: controls whether the number of points is relative to the volume of the input shape mesh.
Min/Max: the min/max volume values used to create the volume-based point multiplier.
Enable filtering: enables particle filtering.
Min volume: particles with a volume smaller than this value will not be fractured.
Max volume: particles with a volume larger than this value will not be fractured.
** Min velocity**: particles with a velocity below this value will not be fractured.
** Min impulse**: particles with a PhysX collision impulse below this value will not be fractured.
Enable culling: enables fracture culling.
Min volume: fracture meshes with a volume below this value will be deleted.
Min radius: fracture meshes with a radius below this value will be deleted.
New particle per fracture: fracture meshes will be turned into new particles.
Center Pivots: moves the fractured shape mesh particle offset to its center.
New element per fracture: fracture meshes will be combined as new elements in the particle’s shape mesh, replacing the original mesh.
Random on shape surface: point cloud points will be generated at random locations on particle mesh surfaces.
On shape surface by tex: point cloud points will be generated on particle mesh surfaces, based on an input texture map.
Cloud: point cloud points will be generated at random locations in space.
Random offset: the amount of random offset to apply to point cloud point positions, along surface normals
Texmap: the input texture map to use for particle positions. The sampled intensity will be used as a probability value to determine valid particle locations.
Tries: the number of times the texture sampler will try to find a valid particle location before discarding the point cloud point.
Sphere/Box: the bounding shape of the point cloud.
Relative to particle bounds: the size of the bounding shape will be relative to the particle’s shape size.
Scale X/Y/Z: per-axis scale multipliers for the bounding shape.
Scale Mult: a global scale multiplier for the bounding shape.
Particle: the center of the point cloud will be the particle’s position in space.
Shape center: the center of the point cloud will be the center of the particle’s shape mesh.
Random in shape bounds: the center of the point cloud will be a random point within the particle’s shape mesh bounding box.
Random on shape surface: the center of the point cloud will be a random point on the particle’s shape mesh surface.
Random points on object: the center of the point cloud will be a random point on an input object’s surface.
At PhysX contact points: the center of the point cloud will be at a PhysX contact points on the particle’s rigidbody hull.
Input object list: input objects to use for point cloud positioning.
Simulation groups: controls which PhysX collision simulation groups will be candidates for point clouds.
Scale X/Y/Z: the amount of scaling to add to voronoi cell walls, along each axis. Adjusting these values will stretch the overall shape of the resulting voronoi cells.
Show cloud points: displays point cloud points in the viewport.
Override cap MatID: controls whether cap faces will be given a material ID override.
ID: the cap face material ID value.
Generate cap UVs: controls whether UVW coordinates will be generated on new cap faces.
Normalize: controls whether cap UVW coordinates will be normalized.
Size: the size of the cap face UVW coordinates.
Particles move outwards: controls whether forces will be applied to fracture particles.
Multiplier: the strength of the fracture force to apply to new particles, in the direction of the original particle’s position to the new particle’s position.
Inherit %: the amount of velocity to inherit from the original particle.
Divergence: the degrees of divergence to apply to fracture forces.