Okay, since you're asking why, I'll explain it in detail
First of all, you said: I am also using the method of creating a new particle to break the house. However, it is a bit troublesome and requires re exporting the object
1: So why export objects? The scene you may be facing is not very big. I am currently working on a large-scale earthquake scene and there are hundreds of houses that need to be broken and collapsed. If I simply put the houses inside the particles and use the "Voronoi Frame" operator to break them, the waiting time for the break may be a few minutes, and the computer memory may also be full. That's why I don't use the "Voronoi Frame" operator to break them
2: Why break up in advance instead of using element separation? These houses cannot be separated according to the true elements. Because this is a large-scale earthquake simulation, where the tiles, bricks, windows, and doors of each house are collapsed together, each building being an object. If element separation is used at this time, all objects will be separated. The reason why I collapsed all objects into one object is that, One is the ability to quickly handle a large number of broken objects and avoid false simulations such as bouncing apart from each other If I simulate according to the real classification, walls are walls, tiles are tiles, and windows are windows, the consequence of doing so is that I will be exhausted to death,
I don't know if I've made this clear, but if you don't, it's okay. When you actually create a large-scale fragmentation scene, you'll understand the importance of breaking all objects in advance before importing particles
There are two issues with the "RayFire" - "RayFire Voronoi" modifier
1: Although it has explicit normals and excellent fragmentation effects, its speed is very slow, and when dealing with complex objects and high number of faces, using the "RayFire Voronoi" modifier requires a very long wait time
2: After using "RayFire Voronoi" fragmentation, if I use its export to objects, it will separate all element objects, while tyflow_ Voronoi Fracture Export Particles Objects is the object that I need to export in particles. It is not exported in elements
The above is why I hope to add the "Voronoi Fracture" modifier. Faced with a complex scene, any waste of time will bring multiple times of time waste to the subsequent production, modification, and simulation. I hope I can clarify why
First of all, you said: I am also using the method of creating a new particle to break the house. However, it is a bit troublesome and requires re exporting the object
1: So why export objects? The scene you may be facing is not very big. I am currently working on a large-scale earthquake scene and there are hundreds of houses that need to be broken and collapsed. If I simply put the houses inside the particles and use the "Voronoi Frame" operator to break them, the waiting time for the break may be a few minutes, and the computer memory may also be full. That's why I don't use the "Voronoi Frame" operator to break them
2: Why break up in advance instead of using element separation? These houses cannot be separated according to the true elements. Because this is a large-scale earthquake simulation, where the tiles, bricks, windows, and doors of each house are collapsed together, each building being an object. If element separation is used at this time, all objects will be separated. The reason why I collapsed all objects into one object is that, One is the ability to quickly handle a large number of broken objects and avoid false simulations such as bouncing apart from each other If I simulate according to the real classification, walls are walls, tiles are tiles, and windows are windows, the consequence of doing so is that I will be exhausted to death,
I don't know if I've made this clear, but if you don't, it's okay. When you actually create a large-scale fragmentation scene, you'll understand the importance of breaking all objects in advance before importing particles
There are two issues with the "RayFire" - "RayFire Voronoi" modifier
1: Although it has explicit normals and excellent fragmentation effects, its speed is very slow, and when dealing with complex objects and high number of faces, using the "RayFire Voronoi" modifier requires a very long wait time
2: After using "RayFire Voronoi" fragmentation, if I use its export to objects, it will separate all element objects, while tyflow_ Voronoi Fracture Export Particles Objects is the object that I need to export in particles. It is not exported in elements
The above is why I hope to add the "Voronoi Fracture" modifier. Faced with a complex scene, any waste of time will bring multiple times of time waste to the subsequent production, modification, and simulation. I hope I can clarify why