NEW IN R18
Let’s say you want to further fragment certain fragments. For example, if the cube in the image above should fall on its lower corner causing additional fragmentation, it would be practical to restrict this fragmentation to a specific part of the cube. This is exactly what this setting does: It restricts the Fracture Voronoi object’s effect to MoGraph Selections.
Drag a Child object’s MoGraph Selection tag into this field and the additional fragmentation will immediately affect the selection only.
Mograph Weightmap tags can be placed into this field (see also previous Selection description; same setup). The greater the weighting, the more the fragments will be fragmented. For this to work, the Create Points per Object option (Sources menu) must be enabled.
This option can be enabled (default setting) to colorize the fragments for better differentiation.
A lot of new geometry is created when an object is fragmented. Cracks that run through polygons, break edges that run beneath the surface, etc. This new geometry will always be triangulated if this option is disabled. If this option is enabled, Ngons will be created from triangles that lie on the same plane and border each other.
If you want to create gaps between fragments’ edges, this value should be set to greater than 0. Fragments will push themselves away from neighboring fragments equal to the distance defined here, which means that the actual gap between fragments’ edges will be equal to twice this value. If gaps are large enough, some fragments can end up being ,devoured’.
Gaps can be used to create interesting visual effects and a tiny gap can be useful in conjunction with Dynamics to avoid collisions at the starting point of a simulation.
During the fragmentation process, broken surfaces and pieces (with volume) will be generated beneath the original object surface. This option should be enabled if, for whatever reason, you want to prevent this from happening. The fragmented objects can be viewed as a type of fragmented eggshell.
This option is specially designed for use with hollow objects such as a double-walled cube or a chocolate Easter bunny, i.e., closed bodies with an outer shell (note the Normals orientation of the inner wall; these Normals must point in the opposite direction towards the outside wall, i.e. to the inner cavity). Enable this option to break down these types of objects. For other objects that are made up of numerous separate polygons, enabling this option can lead to unwanted results - so only enable this option for hollow objects.
Note also the Cloth Surface object with which hollow objects can be created.
If this option is disabled, open meshes (meshes that do not have a closed volume such as spheres with holes, planes, etc.) will not be fragmented as volumes but will be fragments as if Hull Only were enabled (see above).
If this option is enabled, Cinema 4D will internally attempt to close holes and open shapes and fragment these using the volume created. This does not always work with predictable results and, depending on the object, only as a hull (see also Hull Only). A mesh optimization will subsequently be done (points with a common position will be melted).
Several Effectors (e.g., Step, Spline, Formula, etc.) and the MoGraph Color shader take the order of the fragments into consideration. For example, the Spline Effector will place fragments in a row along a spline.
All fragments are numbered internally (the clone numbering can be made visible by setting Display to
If this option is enabled, sorting will be done according to the position in space (Voronoi Fracture coordinate system). Sorting will take place along the defined axis.
Enabling this option inverts the sorting order along the defined axis.
Depending on the complexity of the objects, render times can increased if the Voronoi Fracture settings are modified, which can affect the workflow. In such cases, the Autoupdate Settings option should be disabled. To implement modifications you can then click on the Update button.
If the Voronoi Fracture object has a clone-generating object as a Child object, which in turn is animated using Effectors, this option defines if the animation should be taken into consideration by the Voronoi Fracture object (option enabled) or not (option disabled). The former is very render-intensive, i.e., slow, and can therefore be disabled. Note that clicking on the Update button will not update the animation.