Multifracture Rollout

Multifracture

  • Enabled/disabled: allows you to control whether or not the actual mesh fracture operation will be computed. When set to “disabled”, the fracture meshes will be generated, but the actual fracture operation (the operation which fractures the input mesh) will be skipped.

Disabling the fracture operation will allow you to tune fracture mesh generation parameters faster, because you won’t have to wait for the actual fracture operation to be computed each time you change a parameter.

Engine

  • Engine: controls which multifracture engine will be used to compute the fracture operation.

You can read more about the PRISM engine here.

  • Multi-threading: when enabled, allows fracture operations to be computed across multiple CPU cores (tyFlow PRO only).

  • CUDA acceleration: when enabled, allows fracture operations to be accelerated with a GPU (tyFlow PRO only).

Mode

  • Bounds fracture: fractures will be computed along the object-oriented bounds of a mesh, depending on the ratios between the longest mesh axis, and subsequently smaller axes.

Use this mode to subdivide overly long meshes into smaller meshes.

  • Edge fracture: fractures will be computed along the corners/edges of the convex hull of a mesh, depending on the relative angles of those corners/edges.

Use this mode to simulate erosion/damage over the edges of a mesh.

  • Hull fracture: fractures will be computed across random faces on the convex hull of a mesh.

Use this mode to simulate general erosion/damage over the entire surface of a mesh.

  • Paint fracture: fractures will be computed along hand-drawn strokes painted over a mesh.

Use this mode to draw fracture lines directly onto a mesh.

  • Planar fracture: fractures will be computed along planes scattered across a mesh.

Use this mode for general, randomized mesh fracturing.

  • Radial fracture: fractures will be computed using a procedural radial-fracture pattern.

Use this mode to simulate fractures in brittle material, like glass.

  • Texmap fracture: fractures will be computed using a specified texture map.

Use this mode to control fracture patterns precisely, using the grayscale values of an image or texture.

  • Voronoi fracture: fractures will be computed using points in space to generate enclosed cells within a volume.

Use this mode to gain more fine-tuned control over the size and distribution of fracture chunks.

The Voronoi fracture mode requires at least 2 or more fracture points in order to generate proper Voronoi cells. Read the “Fracture points” rollout documentation for more info.

Operation

  • Slice (surface): when enabled, meshes will be sliced as if they are thin shells - the resulting fracture chunks will not have thickness or depth.

  • Slice (volume): when enabled, meshes will be sliced as if they have volume - the resulting fracture chunks will have thickness and depth.

In order for the volume slice mode to function correctly, input meshes should be composed only of closed surfaces. The surfaces may self-intersect, but should not have any open edges. If open edges are present, topological artifacts may appear in the resulting fracture chunks.

  • Subtract (volume) when enabled, a boolean subtract operation will be used to remove the fracture mesh from the input mesh, rather than a slice operation.

When the subtract operation is selected, fracture meshes will be extruded using shell settings available in the Fracture meshes and Fracture shell noise rollouts. The extruded fracture meshes will then be straight-forwardly subtracted from the input mesh. Typically this fracture mode produces less optimal/desirable results than the slice modes, however there may be circumstances where it is required.