Case example - you have a
To separate out an object, maybe for booleaning, or to avoid intersections when doing some other sort of calculation, make a point class attribute (connectivity)
then in a point wrangle do something like this-
@P.x+=@class;
@P.y+=@class;
This should separate the pieces enough. If not, use a multiplier.
Then promote the class to a primitive attribute - for some reason Boolean Fracture doesn't carry across the class attr to any newly generated points when it is left as a point attr.
Do your booleans...you might want to scatter some points on the surfaces or copy some turbulent grids onto the object points.
Bring the class attribute back to point level and then do the reverse transformation
@P.x-=@class;
@P.y-=@class
link any multipliers you might have to save time changing values in multiple boxes!
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