Voronoi fragmentation types uses RayFire Fragmenter modifier for fragmentation.
All Voronoi frag types have their own properties.
Voronoi uses point cloud to define future fragments center which generated inside object's bounding box.
Some points might be generated outside of object's volume, so after fragmentation amount of fragments will be less than amount of points in point cloud.
Voronoi - Uniform. Creates fragments with pretty the same size.
Points in point cloud generated randomly.
Iterations: Define amount of point in generated point cloud. Second spinner adds variation.
10, 100, 1000
Voronoi - Irregular. Creates fragments with about the same size.
Iterations: Define amount of generated point clouds.
1, 2, 4
Offspring: Define amount of points in each generated point clouds.
40, 150, 500
Divergence: Define size of each generated point cloud in percents from fragmented object's size. Useful if you want to fragment a lot of objects with different size at once.
10, 20, 50
Divergence: Define size of each generated point cloud in world units.
It is possible to use only one of these two Divergence properties at once. Increasing one of the spinner's value will set another to 0 and deactivates it.
Voronoi - Impact point. The same as Irregular frag type but with one difference. First generated point cloud always will be positioned at Impact point. Useful as Fragmentation type for Interactive Demolition simulations.
Iterations: Define amount of generated point clouds. Second spinner adds variation.
Offspring: Define amount of points in each generated point clouds.
Divergence: Define size of each generated point cloud in percents from fragmented object's size. Useful if you want to fragment a lot of objects with different size at once.
Divergence: Define size of each generated point cloud in world units.
It is possible to use only one of these two Divergence properties at once. Increasing one of the spinner's value will set another to 0 and deactivates it.
Voronoi - Selected Particle System or Geometry. Uses particles in selected particle system or vertices in selected geometry objects as point cloud.
Percents: Define in percent how much point will be used for fragmentation. Useful to add some variation.
100, 50, 10
Offspring: Define amount of points generated in addition to each point in point cloud. Use vise, it can very quickly increase amount of points in point cloud. This property generate points only if any of Divergence property is more than 0.
Divergence: Define divergence for each point in point cloud in percents from fragmented object's size.
Divergence: Define divergence for each point in point cloud in world units.
It is possible to use only one of these two Divergence properties at once. Increasing one of the spinner's value will set another to 0 and deactivates it.
Voronoi - Radial. Fragment object with radial (spider web) pattern. Useful for window breaking. Radial point cloud is generated along object's local Z axis with center at Pivot point, but if you fragment object during Interactive Demolition then Impact point will be used as center.
Rings \ Rays: First spinner defines amount of Rings and second spinner defines amount of Rays.
4\8, 8\16, 16\32
Radius: Define size of generated point cloud in percents from fragmented object's size.
20, 50, 80
Radial bias: Define radial shift for points in each next ring.
0, 0.1, 0.5
Divergence: Define divergence for each point in point cloud in percents from fragmented object's size.
0, 10, 25
Voronoi - Thickness. Generate more point at thin areas. Uses object's topology to define thin areas, so better to use objects with relative uniform topology.
Thickness: Define the distance in percents from original object's size. If distance of thin area of object is less than this value then this area will be used as Point Cloud.
Offspring: Define amount of points in each generated point clouds.
Divergence: Define divergence for each point in point cloud in percents from fragmented object's size.
Divergence: Define divergence for each point in point cloud in world units.
It is possible to use only one of these two Divergence properties at once. Increasing one of the spinner's value will set another to 0 and deactivates it.
Voronoi - Wood Splinters. Creates long and sharp fragments which looks like wood splinters. Uses object's local Z axis as splinter direction
Iteration: Defines amount of generated point clouds. Second spinner adds variation.
Detalization: Defines amount of points in each generated point clouds.
Sharpness: Defines overall sharpness for splinters.
Secondary Fragmentation
Since Voronoi frag types uses RayFire Fragmenter modifier for fragmentation, you can define amount of modifiers which will be added before detaching fragments into separate objects.