Version 1.
Features :
- Voronoi fracturation plug-in modifier.
- Supports convex, concave and hollow meshes.
- Fragmention of opened sufaces without creating volume.
- Allows creation of gaps between fragments.
- Allows to detach fragments in separate nodes.
- It takes in account the mapping coordinates and the normals.
- Box Mode, an optimized and quick mode for fracturing boxes
Installation notes :
Depending on your 3ds Max version you have to copy the corresponding file into the standard plug-in
directory. For example : copy the file “VoroFrag_2013_64bits.dlm” in the folder “ C:\Program
Files\Autodesk\3ds Max 2013\stdplugs”
You will find the “VoroFrag” plug-in in the Modifier Tab when you select an object that could be converted
in Editable Mesh.
Compatibility :
3ds Max 2012 32bits / 64bits
3ds Max 2013 32bits / 64bits
License :
This plugin is initially a private project and was entirely made without business intentions.
It is free, without time limitation and can be used for personal or professional purposes. It is distributed in
the hope that it will be useful, but WITHOUT ANY WARRANTY. Accordingly, by using it and in case of
problems, you accept to have full responsibility for any loss of data, time or money.
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Interface :
              Specify the number of fragments. If you move the center
              sub-object pivot, this value will not reflect the real number
              of fragments.
              Enter the Map Chanel number that you want to be applied
              on this modifier. (If it does exist.)
              It is the space that separates the fragments.
              This mode is recommended for speed by using boxes…
              Only applies the smoothing groups.
              Change the uniqueness of the fragmentation.
              The mapping applied to the inner faces relative to the
              object space, between : Box, Spherical, Planar, None.
              Material ID to for the inner faces
              (in case you use Multi/Subobject materials).
              Simple selection method.
              Detach all the fragments in separate pieces :
              First, specify the name. Also choose if you want a multi-
              color wireframe and the pivot to the center.
              Reset the sub-object center pivot to its origine.
              The use of multithreading depends on your system
              capabilities. If you encounter problems with it, just
              uncheck this box.
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Object types and topology :
All the standard object types or objects that can be converted by the system in Editable Mesh are supported.
The only restriction is that the modifier does not support overlapped faces. If some overlapped faces are
detected, the modifier is inactivated.
Accordingly, if you want to apply the modifier multiple times, you will have to add some space between the fragments
by using the parameter “Gaps Width”. But for the sake of performance, this is not recommended.
VoroFrag also handles open surfaces (objects without volume) but in that case, it will just cut the faces. If
you really want the modifer to create a volume, you could add, for example, a Cap_Holes modifier just
before VoroFrag.
In case of hollow meshes, the inner faces have to be inverted relative to the outer faces : a perfect example
would be a Shell modifier applied on sphere.
Mapping coordinates and material ID :
There is no restriction about the material types : any material supported by the system is also supported by
the plug-in.
If a Multi/Sub-Object Material is used, it is possible to specify which Material ID will be applied on the
inner faces.
If an object does not contain already mapping coordinates, the plug-in does not add a default mapping,
therefore the Map Channel and Material ID options will not work.
For the inner faces, you have the choice between three different mappings but you also have the possibility
to ignore it, select the inner faces and apply a Unwrap_UVW modifier on the top of the modifier stack.
Performance tips :
The box mode is made to fragment very quickly but it is limited to boxes… So it is usefull to fragment
walls, windows or create many debris on the floor. In another side, the normal mode can handle any object
type but is also slower depending on the topology. So, what are the factors ?
Is slower :
- Objects with a high resolution.
- Concave meshes with a small thickness.
- Hollow meshes.
- Objects containing multiple elements.
Is faster :
- Objects with a low resolution.
- Convex meshes.
All the properties are exposed to Maxscript except for the buttons “Detach All” and “Reset Center”.
Use the command “ShowProperties” in the maxscript listener to see the list.
VoroFrag contact :
If you want to leave comments and/or report bugs, you can use the forum on scriptspot.com or the following
email adress : myc3dev-plug@yahoo.fr (French, English and German languages are accepted.)
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