03-16-2024, 04:44 AM
Quote:Voronoi it uses the element mtl id for its cap which is useful for example a multi mtl id element house with tiles mesh input.
The difference is that there's no capping occurring in Multifracture. Multifracture performs full CSG operations...so there's no easy way to source a material ID from nearby non-cap faces when there's no guarantee that any given "cap" face will even have an adjacent non-cap face. In Voronoi Fracture on the other hand, all cap faces are adjacent to non-cap faces so it's easy to source a material ID from them when the override option is off.
Quote:The Voronoi operator doesn't explode/fracture each portion elements. it will be helpful in some cases to have this option in multifracture as well as it is now explodes elements by default. for example if I wanted to cut a Physx car in half with prism each cut/portion elements will explode right away.
I'd need to see the scene file to understand what's going on here (seems potentially caused by your Scale operator?...if not, then it's a bug). If you post the file where this is happening I can take a look.